Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/externals/g4tools/include/tools/sg/zb_action

Version: [ ReleaseNotes ] [ 1.0 ] [ 1.1 ] [ 2.0 ] [ 3.0 ] [ 3.1 ] [ 3.2 ] [ 4.0 ] [ 4.0.p1 ] [ 4.0.p2 ] [ 4.1 ] [ 4.1.p1 ] [ 5.0 ] [ 5.0.p1 ] [ 5.1 ] [ 5.1.p1 ] [ 5.2 ] [ 5.2.p1 ] [ 5.2.p2 ] [ 6.0 ] [ 6.0.p1 ] [ 6.1 ] [ 6.2 ] [ 6.2.p1 ] [ 6.2.p2 ] [ 7.0 ] [ 7.0.p1 ] [ 7.1 ] [ 7.1.p1 ] [ 8.0 ] [ 8.0.p1 ] [ 8.1 ] [ 8.1.p1 ] [ 8.1.p2 ] [ 8.2 ] [ 8.2.p1 ] [ 8.3 ] [ 8.3.p1 ] [ 8.3.p2 ] [ 9.0 ] [ 9.0.p1 ] [ 9.0.p2 ] [ 9.1 ] [ 9.1.p1 ] [ 9.1.p2 ] [ 9.1.p3 ] [ 9.2 ] [ 9.2.p1 ] [ 9.2.p2 ] [ 9.2.p3 ] [ 9.2.p4 ] [ 9.3 ] [ 9.3.p1 ] [ 9.3.p2 ] [ 9.4 ] [ 9.4.p1 ] [ 9.4.p2 ] [ 9.4.p3 ] [ 9.4.p4 ] [ 9.5 ] [ 9.5.p1 ] [ 9.5.p2 ] [ 9.6 ] [ 9.6.p1 ] [ 9.6.p2 ] [ 9.6.p3 ] [ 9.6.p4 ] [ 10.0 ] [ 10.0.p1 ] [ 10.0.p2 ] [ 10.0.p3 ] [ 10.0.p4 ] [ 10.1 ] [ 10.1.p1 ] [ 10.1.p2 ] [ 10.1.p3 ] [ 10.2 ] [ 10.2.p1 ] [ 10.2.p2 ] [ 10.2.p3 ] [ 10.3 ] [ 10.3.p1 ] [ 10.3.p2 ] [ 10.3.p3 ] [ 10.4 ] [ 10.4.p1 ] [ 10.4.p2 ] [ 10.4.p3 ] [ 10.5 ] [ 10.5.p1 ] [ 10.6 ] [ 10.6.p1 ] [ 10.6.p2 ] [ 10.6.p3 ] [ 10.7 ] [ 10.7.p1 ] [ 10.7.p2 ] [ 10.7.p3 ] [ 10.7.p4 ] [ 11.0 ] [ 11.0.p1 ] [ 11.0.p2 ] [ 11.0.p3, ] [ 11.0.p4 ] [ 11.1 ] [ 11.1.1 ] [ 11.1.2 ] [ 11.1.3 ] [ 11.2 ] [ 11.2.1 ] [ 11.2.2 ] [ 11.3.0 ]

Diff markup

Differences between /externals/g4tools/include/tools/sg/zb_action (Version 11.3.0) and /externals/g4tools/include/tools/sg/zb_action (Version 11.0.p2)


  1 // Copyright (C) 2010, Guy Barrand. All rights      1 // Copyright (C) 2010, Guy Barrand. All rights reserved.
  2 // See the file tools.license for terms.            2 // See the file tools.license for terms.
  3                                                     3 
  4 #ifndef tools_sg_zb_action                          4 #ifndef tools_sg_zb_action
  5 #define tools_sg_zb_action                          5 #define tools_sg_zb_action
  6                                                     6 
  7 #include "zb_manager"                               7 #include "zb_manager"
  8                                                     8 
  9 #include "render_action"                            9 #include "render_action"
 10 #include "primitive_visitor"                       10 #include "primitive_visitor"
 11 #include "../glprims"                              11 #include "../glprims"
 12                                                    12 
 13 #include "../zb/buffer"                            13 #include "../zb/buffer"
 14                                                    14 
 15 #include "../colorfs"                          << 
 16 #include "../lina/plane"                           15 #include "../lina/plane"
 17 #include "../mathf"                                16 #include "../mathf"
                                                   >>  17 #include "../hls"
                                                   >>  18 #include "../colorfs"
                                                   >>  19 #include "../lina/vec2f"
 18 #include "../lina/vec3d" //ZZ=double               20 #include "../lina/vec3d" //ZZ=double
                                                   >>  21 #include "../lina/geom2"
 19                                                    22 
 20 namespace tools {                                  23 namespace tools {
 21 namespace sg {                                     24 namespace sg {
 22                                                    25 
 23 class zb_action : public render_action {           26 class zb_action : public render_action {
 24   TOOLS_ACTION(zb_action,tools::sg::zb_action,     27   TOOLS_ACTION(zb_action,tools::sg::zb_action,render_action)
 25 private:                                           28 private:  
 26   zb_action& get_me() {return *this;}              29   zb_action& get_me() {return *this;}
 27 public:                                            30 public:
 28   virtual void draw_vertex_array(gl::mode_t a_     31   virtual void draw_vertex_array(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs){
 29     m_pv.add_primitive(a_mode,a_floatn,a_xyzs)     32     m_pv.add_primitive(a_mode,a_floatn,a_xyzs);
 30   }                                                33   }
 31                                                    34 
 32   virtual void draw_vertex_array_xy(gl::mode_t     35   virtual void draw_vertex_array_xy(gl::mode_t a_mode,size_t a_floatn,const float* a_xys){
 33     m_pv.add_primitive_xy(a_mode,a_floatn,a_xy     36     m_pv.add_primitive_xy(a_mode,a_floatn,a_xys);
 34   }                                                37   }
 35                                                    38 
 36   virtual void draw_vertex_color_array(gl::mod     39   virtual void draw_vertex_color_array(gl::mode_t a_mode,size_t a_floatn,
 37                                        const f     40                                        const float* a_xyzs,const float* a_rgbas){
 38     m_pv.add_primitive_rgba(a_mode,a_floatn,a_     41     m_pv.add_primitive_rgba(a_mode,a_floatn,a_xyzs,a_rgbas);
 39   }                                                42   }
 40                                                    43 
 41   virtual void draw_vertex_normal_array(gl::mo     44   virtual void draw_vertex_normal_array(gl::mode_t a_mode,size_t a_floatn,
 42                                         const      45                                         const float* a_xyzs,const float* a_nms){
 43     m_pv.add_primitive_normal(a_mode,a_floatn,     46     m_pv.add_primitive_normal(a_mode,a_floatn,a_xyzs,a_nms);
 44   }                                                47   }
 45                                                    48 
 46   virtual void draw_vertex_color_normal_array(     49   virtual void draw_vertex_color_normal_array(gl::mode_t a_mode,size_t a_floatn,
 47                                                    50                                               const float* a_xyzs,const float* a_rgbas,const float* a_nms){
 48     // We expect a_nms of size : 3*(a_floatn/3     51     // We expect a_nms of size : 3*(a_floatn/3)
 49     // (then one normal per 3D point).             52     // (then one normal per 3D point).
 50     m_pv.add_primitive_normal_rgba(a_mode,a_fl     53     m_pv.add_primitive_normal_rgba(a_mode,a_floatn,a_xyzs,a_nms,a_rgbas);
 51   }                                                54   }
 52                                                    55 
 53   virtual void clear_color(float a_r,float a_g     56   virtual void clear_color(float a_r,float a_g,float a_b,float a_a){
 54     zb::buffer::ZPixel pix;                    <<  57     zb::buffer::ZPixel px = get_pix(colorf(a_r,a_g,a_b,a_a));
 55     zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix); <<  58     m_zb.clear_color_buffer(px);
 56     m_zb.clear_color_buffer(pix);              << 
 57   }                                                59   }
 58   virtual void color4f(float a_r,float a_g,flo     60   virtual void color4f(float a_r,float a_g,float a_b,float a_a){
 59     m_rgba.set_value(a_r,a_g,a_b,a_a);             61     m_rgba.set_value(a_r,a_g,a_b,a_a);
 60   }                                                62   }
 61   virtual void line_width(float a_v){m_line_wi     63   virtual void line_width(float a_v){m_line_width = a_v;}
 62   virtual void point_size(float a_v) {m_point_     64   virtual void point_size(float a_v) {m_point_size = a_v;}
 63   virtual void set_polygon_offset(bool a_v) {m     65   virtual void set_polygon_offset(bool a_v) {m_POLYGON_OFFSET_FILL = a_v;}
 64   virtual void normal(float a_x,float a_y,floa     66   virtual void normal(float a_x,float a_y,float a_z) {
 65     m_normal.set_value(a_x,a_y,a_z);               67     m_normal.set_value(a_x,a_y,a_z);
 66   }                                                68   }
 67                                                    69 
 68   virtual void set_winding(winding_type a_v) {     70   virtual void set_winding(winding_type a_v) {
 69     m_ccw = (a_v==winding_ccw?true:false);         71     m_ccw = (a_v==winding_ccw?true:false);
 70   }                                                72   }
 71   virtual void set_shade_model(shade_type) {}      73   virtual void set_shade_model(shade_type) {}
 72                                                    74 
 73   virtual void set_depth_test(bool a_on) {m_DE     75   virtual void set_depth_test(bool a_on) {m_DEPTH_TEST = a_on;}
 74                                                    76 
 75   virtual void set_cull_face(bool a_on) {m_CUL     77   virtual void set_cull_face(bool a_on) {m_CULL_FACE = a_on;}
 76   virtual void set_point_smooth(bool a_on) {m_     78   virtual void set_point_smooth(bool a_on) {m_POINT_SMOOTH = a_on;}
 77   virtual void set_line_smooth(bool a_on) {m_L     79   virtual void set_line_smooth(bool a_on) {m_LINE_SMOOTH = a_on;}
 78                                                    80 
 79   virtual void load_proj_matrix(const mat4f& a     81   virtual void load_proj_matrix(const mat4f& a_mtx) {
 80     m_proj = a_mtx;                                82     m_proj = a_mtx;
                                                   >>  83     if(!m_proj.invert(m_proj_1)){}
 81   }                                                84   }
 82                                                    85 
 83   virtual void load_model_matrix(const mat4f&  <<  86   virtual void load_model_matrix(const mat4f& a_mtx) {m_model = a_mtx;}
 84     m_model = a_mtx;                           << 
 85     set_normal_matrix();                       << 
 86   }                                            << 
 87                                                    87 
 88   virtual unsigned int max_lights() {return 10     88   virtual unsigned int max_lights() {return 1000;}
 89                                                    89 
 90   virtual void enable_light(unsigned int,          90   virtual void enable_light(unsigned int,
 91                             float a_dx,float a     91                             float a_dx,float a_dy,float a_dz,
 92                             float a_r,float a_ <<  92                             float a_r,float a_g,float a_b,float a_a){
 93                             float a_ar,float a << 
 94     m_light_color.set_value(a_r,a_g,a_b,a_a);      93     m_light_color.set_value(a_r,a_g,a_b,a_a);
 95     m_light_ambient.set_value(a_ar,a_ag,a_ab,a << 
 96     m_light_direction.set_value(a_dx,a_dy,a_dz     94     m_light_direction.set_value(a_dx,a_dy,a_dz);
 97     m_light_direction.normalize();             << 
 98     m_light_on = true;                             95     m_light_on = true;
 99   }                                                96   }
100                                                    97 
101   virtual void set_lighting(bool a_value) {m_l <<  98   virtual void set_lighting(bool a_on) {m_light_on = a_on;}
102   virtual void set_blend(bool a_value) {m_blen <<  99   virtual void set_blend(bool) {}
103                                                   100 
104   virtual void restore_state(unsigned int /*a_    101   virtual void restore_state(unsigned int /*a_ret_num_light*/) {
105     const sg::state& _state = state();            102     const sg::state& _state = state();
106     m_proj = _state.m_proj;                       103     m_proj = _state.m_proj;
107     m_model = _state.m_model;                     104     m_model = _state.m_model;
108     set_normal_matrix();                       << 
109                                                   105 
110     m_rgba = _state.m_color;                   << 106     if(!m_proj.invert(m_proj_1)){}
111     m_normal = _state.m_normal;                << 
112                                                   107 
                                                   >> 108     m_rgba = _state.m_color;
113     m_ccw = (_state.m_winding==winding_ccw?tru    109     m_ccw = (_state.m_winding==winding_ccw?true:false);
114     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGO    110     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGON_OFFSET_FILL;
115     m_CULL_FACE = _state.m_GL_CULL_FACE;          111     m_CULL_FACE = _state.m_GL_CULL_FACE;
116     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;    112     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;
117     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;      113     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;
118     m_line_width = _state.m_line_width;           114     m_line_width = _state.m_line_width;
119     m_point_size = _state.m_point_size;           115     m_point_size = _state.m_point_size;
120     m_light_on = _state.m_GL_LIGHTING;            116     m_light_on = _state.m_GL_LIGHTING;
121     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;        117     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
122     m_blend = _state.m_GL_BLEND;               << 118 
123                                                   119 
124 /*                                                120 /*
125     if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_T    121     if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
126     else                       ::glDisable(GL_    122     else                       ::glDisable(GL_TEXTURE_2D);
127                                                   123 
128     // The "return of separator" state had ret    124     // The "return of separator" state had ret_num_light.
129     // The restored state has m_light.            125     // The restored state has m_light.
130     // We have to glDisable lights with index     126     // We have to glDisable lights with index in [m_light,ret_num_light-1]
131     for(unsigned int index=_state.m_light;inde    127     for(unsigned int index=_state.m_light;index<a_ret_num_light;index++) {
132       ::glDisable(GL_LIGHT0+index);               128       ::glDisable(GL_LIGHT0+index);
133     }                                             129     }
134 */                                                130 */
135   }                                               131   }
136                                                   132 
137   ////////////////////////////////////////////    133   /////////////////////////////////////////////////////////////////
138   /// texture ////////////////////////////////    134   /// texture /////////////////////////////////////////////////////
139   ////////////////////////////////////////////    135   /////////////////////////////////////////////////////////////////
140   virtual void draw_vertex_array_texture(gl::m    136   virtual void draw_vertex_array_texture(gl::mode_t,size_t a_xyzn,const float* a_xyzs,
141                                          gstoi    137                                          gstoid a_id,const float* a_tcs) {
142     //::printf("debug : zb_action : 000 : %d\n    138     //::printf("debug : zb_action : 000 : %d\n",a_id);
143     img_byte img;                                 139     img_byte img;
144     if(!m_mgr.find(a_id,img)) return;             140     if(!m_mgr.find(a_id,img)) return;
145     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a    141     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a_tcs);
146   }                                               142   }
147                                                   143 
148   virtual void draw_vertex_normal_array_textur    144   virtual void draw_vertex_normal_array_texture(gl::mode_t a_mode,
149                                                   145                                                 size_t a_xyzn,const float* a_xyzs,const float* /*a_nms*/,
150                                                   146                                                 gstoid a_id,const float* a_tcs) {
151     draw_vertex_array_texture(a_mode,a_xyzn,a_    147     draw_vertex_array_texture(a_mode,a_xyzn,a_xyzs,a_id,a_tcs);
152   }                                               148   }
153                                                   149 
154   ////////////////////////////////////////////    150   /////////////////////////////////////////////////////////////////
155   /// VBO ////////////////////////////////////    151   /// VBO /////////////////////////////////////////////////////////
156   ////////////////////////////////////////////    152   /////////////////////////////////////////////////////////////////
157   virtual void begin_gsto(gstoid) {}              153   virtual void begin_gsto(gstoid) {}
158   virtual void draw_gsto_v(gl::mode_t,size_t,b    154   virtual void draw_gsto_v(gl::mode_t,size_t,bufpos){}
159   virtual void draw_gsto_vc(gl::mode_t,size_t,    155   virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) {}
160   virtual void draw_gsto_vn(gl::mode_t,size_t,    156   virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) {}
161   virtual void draw_gsto_vcn(gl::mode_t,size_t    157   virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) {}
162   virtual void end_gsto() {}                      158   virtual void end_gsto() {}
163   ////////////////////////////////////////////    159   /////////////////////////////////////////////////////////////////
164   ////////////////////////////////////////////    160   /////////////////////////////////////////////////////////////////
165   ////////////////////////////////////////////    161   /////////////////////////////////////////////////////////////////
166   virtual sg::render_manager& render_manager()    162   virtual sg::render_manager& render_manager() {return m_mgr;}
167 public:                                           163 public:
168   zb_action(zb_manager& a_mgr,std::ostream& a_    164   zb_action(zb_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
169   :parent(a_out,a_ww,a_wh)                        165   :parent(a_out,a_ww,a_wh)
170   ,m_mgr(a_mgr)                                   166   ,m_mgr(a_mgr)
171   ,m_pv(get_me())                                 167   ,m_pv(get_me())
172   ,m_light_color(colorf_white())                  168   ,m_light_color(colorf_white())
173   ,m_light_ambient(colorf_black())             << 
174   ,m_light_direction(vec3f(0,0,-1))               169   ,m_light_direction(vec3f(0,0,-1))
175   ,m_normal(0,0,1)                                170   ,m_normal(0,0,1)
176                                                   171 
177   ,m_ccw(true)                                    172   ,m_ccw(true)
178   ,m_POLYGON_OFFSET_FILL(false)                   173   ,m_POLYGON_OFFSET_FILL(false)
179   ,m_CULL_FACE(true)                              174   ,m_CULL_FACE(true)
180   ,m_POINT_SMOOTH(false)                          175   ,m_POINT_SMOOTH(false)
181   ,m_LINE_SMOOTH(false)                           176   ,m_LINE_SMOOTH(false)
182   ,m_line_width(1)                                177   ,m_line_width(1)
183   ,m_point_size(1)                                178   ,m_point_size(1)
184   ,m_light_on(false)                              179   ,m_light_on(false)
185   ,m_DEPTH_TEST(true)                             180   ,m_DEPTH_TEST(true)
186   ,m_blend(false)                              << 
187   {                                               181   {
188     m_vp_mtx.set_identity();                      182     m_vp_mtx.set_identity();
189     m_vp_mtx.mul_translate(float(m_ww)/2,float    183     m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
190     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_w    184     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
191                                                   185 
192     m_zb.change_size(a_ww,a_wh);                  186     m_zb.change_size(a_ww,a_wh);
193   //m_zb.clear_color_buffer(0);                << 187 //    m_zb.clear_color_buffer(0);
194   //m_zb.clear_depth_buffer();                 << 188 //    m_zb.clear_depth_buffer();
195                                                << 
196     m_proj.set_identity();                     << 
197     m_model.set_identity();                    << 
198     m_normal_matrix.set_identity();            << 
199   }                                               189   }
200   virtual ~zb_action(){}                          190   virtual ~zb_action(){}
201 protected:                                        191 protected:
202   zb_action(const zb_action& a_from)              192   zb_action(const zb_action& a_from)
203   :parent(a_from)                                 193   :parent(a_from)
204   ,m_mgr(a_from.m_mgr)                            194   ,m_mgr(a_from.m_mgr)
205   ,m_vp_mtx(a_from.m_vp_mtx)                      195   ,m_vp_mtx(a_from.m_vp_mtx)
                                                   >> 196   //,m_buffer(a_from.m_buffer)
206   ,m_pv(a_from.m_pv)                              197   ,m_pv(a_from.m_pv)
                                                   >> 198   ,m_proj_1(a_from.m_proj_1)
207   ,m_light_color(a_from.m_light_color)            199   ,m_light_color(a_from.m_light_color)
208   ,m_light_ambient(a_from.m_light_ambient)     << 
209   ,m_light_direction(a_from.m_light_direction)    200   ,m_light_direction(a_from.m_light_direction)
210   ,m_normal(a_from.m_normal)                      201   ,m_normal(a_from.m_normal)
211                                                   202 
212   ,m_proj(a_from.m_proj)                          203   ,m_proj(a_from.m_proj)
213   ,m_model(a_from.m_model)                        204   ,m_model(a_from.m_model)
214   ,m_normal_matrix(a_from.m_normal_matrix)     << 
215   ,m_rgba(a_from.m_rgba)                          205   ,m_rgba(a_from.m_rgba)
216   ,m_ccw(a_from.m_ccw)                            206   ,m_ccw(a_from.m_ccw)
217   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFS    207   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFSET_FILL)
218   ,m_CULL_FACE(a_from.m_CULL_FACE)                208   ,m_CULL_FACE(a_from.m_CULL_FACE)
219   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)          209   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)
220   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)            210   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)
221   ,m_line_width(a_from.m_line_width)              211   ,m_line_width(a_from.m_line_width)
222   ,m_point_size(a_from.m_point_size)              212   ,m_point_size(a_from.m_point_size)
223   ,m_light_on(a_from.m_light_on)                  213   ,m_light_on(a_from.m_light_on)
224   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)              214   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
225   ,m_blend(a_from.m_blend)                     << 
226   {}                                              215   {}
227   zb_action& operator=(const zb_action& a_from    216   zb_action& operator=(const zb_action& a_from){
228     parent::operator=(a_from);                    217     parent::operator=(a_from);
229     m_vp_mtx = a_from.m_vp_mtx;                   218     m_vp_mtx = a_from.m_vp_mtx;
                                                   >> 219   //m_buffer = a_from.m_buffer;
230     m_pv = a_from.m_pv;                           220     m_pv = a_from.m_pv;
                                                   >> 221     m_proj_1 = a_from.m_proj_1;
231     m_light_color = a_from.m_light_color;         222     m_light_color = a_from.m_light_color;
232     m_light_ambient = a_from.m_light_ambient;  << 
233     m_light_direction = a_from.m_light_directi    223     m_light_direction = a_from.m_light_direction;
234     m_normal = a_from.m_normal;                   224     m_normal = a_from.m_normal;
235                                                   225 
236     m_proj = a_from.m_proj;                       226     m_proj = a_from.m_proj;
237     m_model = a_from.m_model;                     227     m_model = a_from.m_model;
238     m_normal_matrix = a_from.m_normal_matrix;  << 
239     m_rgba = a_from.m_rgba;                       228     m_rgba = a_from.m_rgba;
240     m_ccw = a_from.m_ccw;                         229     m_ccw = a_from.m_ccw;
241     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_O    230     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_OFFSET_FILL;
242     m_CULL_FACE = a_from.m_CULL_FACE;             231     m_CULL_FACE = a_from.m_CULL_FACE;
243     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;       232     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;
244     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;         233     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;
245     m_line_width = a_from.m_line_width;           234     m_line_width = a_from.m_line_width;
246     m_point_size = a_from.m_point_size;           235     m_point_size = a_from.m_point_size;
247     m_light_on = a_from.m_light_on;               236     m_light_on = a_from.m_light_on;
248     m_DEPTH_TEST = a_from.m_DEPTH_TEST;           237     m_DEPTH_TEST = a_from.m_DEPTH_TEST;
249     m_blend = a_from.m_blend;                  << 
250     return *this;                                 238     return *this;
251   }                                               239   }
252 public:                                           240 public:
253   void clear_color_buffer(float a_r,float a_g, << 241   void reset() {
254     clear_color(a_r,a_g,a_b,a_a);              << 242     m_cmap.clear();
255   }                                            << 243     m_rcmap.clear();
256   void clear_color_buffer(const colorf& a_colo << 
257     clear_color(a_color.r(),a_color.g(),a_colo << 
258   }                                               244   }
259                                                << 245 
260   void clear_depth_buffer() {m_zb.clear_depth_ << 246   const zb::buffer& zbuffer() const {return m_zb;}
261 protected:                                     << 247   zb::buffer& zbuffer() {return m_zb;}
262   typedef unsigned char uchar;                 << 
263 protected:                                        248 protected:
264   static void color2pix(const colorf& a_rgba,z << 249   typedef std::map<colorf,zb::buffer::ZPixel,cmp_colorf> cmap_t;
265     zb::buffer::rgba2pix(a_rgba.r(),a_rgba.g() << 
266   }                                            << 
267 public:                                           250 public:
268   zb::buffer::ZPixel* get_color_buffer(unsigne << 251   //const cmap_t& colormap() const {return m_cmap;}
269                                                << 252   //cmap_t& colormap() {return m_cmap;}
270   bool get_rgbs(bool a_top_to_bottom,std::vect << 253   zb::buffer::ZPixel add_color(float a_r,float a_g,float a_b,float a_a){
271     a_buffer.clear();                          << 254     return add_color(colorf(a_r,a_g,a_b,a_a));
272     if(!m_ww || !m_wh) return false;           << 255   }
273     size_t sz = 3 * m_ww * m_wh;               << 256   zb::buffer::ZPixel add_color(float a_r,float a_g,float a_b){
274     a_buffer.resize(sz);                       << 257     return add_color(a_r,a_g,a_b,1);
275     uchar* pos = vec_data(a_buffer);           << 258   }
276     zb::buffer::ZPixel pix;                    << 259   zb::buffer::ZPixel add_color(const colorf& a_col){
277     uchar* _pix = 0;                           << 260     //::printf("debug : zb_action::add_color : %g %g %g %g : %d\n",
278     for(unsigned int row=0;row<m_wh;row++) {   << 261     //    a_col.r(),a_col.g(),a_col.b(),a_col.a(),m_cmap.size());
279       for(unsigned int col=0;col<m_ww;col++) { << 262     zb::buffer::ZPixel pix = (zb::buffer::ZPixel)m_cmap.size();
280         if(!m_zb.get_clipped_pixel(col,a_top_t << 263     m_cmap[a_col] = pix;
281           m_out << "tools::sg::zb_action::get_ << 264     return pix;
282           *pos = 0xFF;pos++;                   << 
283           *pos = 0x00;pos++;                   << 
284           *pos = 0x00;pos++;                   << 
285         } else {                               << 
286           _pix = (uchar*)&pix;                 << 
287           *pos = *_pix;_pix++;pos++;           << 
288           *pos = *_pix;_pix++;pos++;           << 
289           *pos = *_pix;_pix++;pos++;           << 
290         }                                      << 
291       }                                        << 
292     }                                          << 
293     return true;                               << 
294   }                                               265   }
295                                                   266 
296   bool get_rgbas(bool a_top_to_bottom,std::vec << 267   zb::buffer::ZPixel get_pix(const colorf& a_rgba) {
297     a_buffer.clear();                          << 268     cmap_t::const_iterator it = m_cmap.find(a_rgba);
298     if(!m_ww || !m_wh) return false;           << 269     if(it!=m_cmap.end()) return (*it).second;
299     size_t sz = 4 * m_ww * m_wh;               << 270     return add_color(a_rgba);
300     a_buffer.resize(sz);                       << 
301     if(a_top_to_bottom) {                      << 
302       ::memcpy(vec_data(a_buffer),m_zb.zimage( << 
303       return true;                             << 
304     }                                          << 
305     size_t stride = m_ww*4;                    << 
306     uchar* zpos = ((uchar*)m_zb.zimage())+sz-s << 
307     uchar* pos = vec_data(a_buffer);           << 
308     for(unsigned int row=0;row<m_wh;row++,pos+ << 
309     return true;                               << 
310   }                                               271   }
311   bool get_rgbas_cocoa(unsigned int a_factor,s << 
312     a_buffer.clear();                          << 
313     if(!m_ww || !m_wh) return false;           << 
314     if(!a_factor) return false;                << 
315     size_t bpp = 4;                            << 
316     a_buffer.resize(a_factor* m_ww * a_factor  << 
317     uchar* zbuffer = (uchar*)m_zb.zimage();    << 
318     uchar* abuffer = vec_data(a_buffer);       << 
319     size_t zstride = m_ww*bpp;                 << 
320     size_t astride = a_factor*m_ww*bpp;        << 
321     size_t i,j,ar,ac,ipix;                     << 
322     uchar* zpos;uchar* apos;                   << 
323     for(j=0;j<m_wh;j++) {                      << 
324       for(i=0;i<m_ww;i++) {                    << 
325         //position in the original image.      << 
326         zpos = zbuffer + (m_wh-1-j) * zstride  << 
327                                                << 
328         for(ar=0;ar<a_factor;ar++) {           << 
329           for(ac=0;ac<a_factor;ac++) {         << 
330             //position in the new image.       << 
331             apos = abuffer + (j*a_factor+ar) * << 
332             for(ipix=0;ipix<bpp;ipix++) {      << 
333               *(apos+ipix) = *(zpos+ipix);     << 
334             }                                  << 
335           }                                    << 
336         }                                      << 
337                                                   272 
338       }                                        << 273   bool find_color(zb::buffer::ZPixel a_pix,colorf& a_rgba) const {
                                                   >> 274     cmap_t::const_iterator it;
                                                   >> 275     for(it=m_cmap.begin();it!=m_cmap.end();++it){
                                                   >> 276       if((*it).second==a_pix) {a_rgba = (*it).first;return true;}
339     }                                             277     }
340                                                << 278     return false;
341     return true;                               << 
342   }                                               279   }
343                                                   280 
344   bool get_bgras(bool a_top_to_bottom,std::vec << 281   typedef std::map<zb::buffer::ZPixel,colorf> rcmap_t;
345     a_buffer.clear();                          << 282   const rcmap_t& rcolormap() const {return m_rcmap;}
346     if(!m_ww || !m_wh) return false;           << 283   rcmap_t& rcolormap() {return m_rcmap;}
347     size_t sz = 4 * m_ww * m_wh;               << 284 protected:
348     a_buffer.resize(sz);                       << 285   void gen_rcmap() {
349     if(a_top_to_bottom) {                      << 286     m_rcmap.clear();
350       uchar* pos = vec_data(a_buffer);         << 287     cmap_t::const_iterator it;
351       uchar* zpos = ((uchar*)m_zb.zimage());   << 288     for(it=m_cmap.begin();it!=m_cmap.end();++it){
352       for(size_t count=0;count<sz;count+=4,pos << 289       m_rcmap[(*it).second] = (*it).first;
353         *(pos+0) = *(zpos+2);                  << 
354         *(pos+1) = *(zpos+1);                  << 
355         *(pos+2) = *(zpos+0);                  << 
356         *(pos+3) = *(zpos+3);                  << 
357       }                                        << 
358     } else {                                   << 
359       size_t stride = m_ww*4;                  << 
360       uchar* pos_line = vec_data(a_buffer);    << 
361       uchar* zpos_line = ((uchar*)m_zb.zimage( << 
362       uchar* pos;                              << 
363       uchar* zpos;                             << 
364       size_t count;                            << 
365       for(unsigned int row=0;row<m_wh;row++,po << 
366         pos = pos_line;                        << 
367         zpos = zpos_line;                      << 
368         for(count=0;count<m_ww;count++,pos+=4, << 
369           *(pos+0) = *(zpos+2);                << 
370           *(pos+1) = *(zpos+1);                << 
371           *(pos+2) = *(zpos+0);                << 
372           *(pos+3) = *(zpos+3);                << 
373         }                                      << 
374       }                                        << 
375     }                                             290     }
376     return true;                               << 
377   }                                               291   }
378 public:                                           292 public:
379   static bool get_rgb(void* a_tag,unsigned int << 293   //typedef wps::VCol VCol;
                                                   >> 294   typedef float VCol;
                                                   >> 295 
                                                   >> 296   static bool get_rgb(void* a_tag,unsigned int a_col,unsigned int a_row,VCol& a_r,VCol& a_g,VCol& a_b){
380     //used with wps.                              297     //used with wps.
381     zb_action* rzb = (zb_action*)a_tag;           298     zb_action* rzb = (zb_action*)a_tag;
                                                   >> 299 
382     zb::buffer::ZPixel pix;                       300     zb::buffer::ZPixel pix;
383     if(!rzb->m_zb.get_clipped_pixel(a_col,rzb- << 301     if(!rzb->zbuffer().get_clipped_pixel(a_col,rzb->wh()-1-a_row,pix)){
384       rzb->out() << "tools::sg;:zb_action::get << 302       rzb->out() << "get_rgb : can't get zbuffer pixel" << std::endl;
                                                   >> 303       a_r = 1;
                                                   >> 304       a_g = 0;
                                                   >> 305       a_b = 0;
                                                   >> 306       return false;
                                                   >> 307     }
                                                   >> 308 
                                                   >> 309     if(rzb->rcolormap().empty()) rzb->gen_rcmap();
                                                   >> 310 
                                                   >> 311    {rcmap_t::const_iterator it = rzb->rcolormap().find(pix);
                                                   >> 312     if(it==rzb->rcolormap().end()) {
                                                   >> 313       rzb->out() << "can't find pixel " << pix
                                                   >> 314                  << " in cmap (sz " << rzb->rcolormap().size() << ")."
                                                   >> 315                  << std::endl;
385       a_r = 1;                                    316       a_r = 1;
386       a_g = 0;                                    317       a_g = 0;
387       a_b = 0;                                    318       a_b = 0;
388       return false;                               319       return false;
389     }                                             320     }
390     float a;                                   << 321     a_r = (*it).second.r();
391     zb::buffer::pix2rgba(pix,a_r,a_g,a_b,a);   << 322     a_g = (*it).second.g();
                                                   >> 323     a_b = (*it).second.b();}
                                                   >> 324 
392     return true;                                  325     return true;
393   }                                               326   }
394 protected:                                     << 327 
395   void set_normal_matrix() {                   << 328   unsigned char* get_rgbas(size_t& a_sz) {
396     mat4f tmp(m_model);                        << 329     if(!m_ww || !m_wh) {a_sz = 0;return 0;}
397     tmp.no_translate();                        << 330     a_sz = 4 * m_ww * m_wh;
398     if(!tmp.invert(m_normal_matrix)) {         << 331     typedef unsigned char uchar;
399       m_out << "tools::sg::zb_action::set_norm << 332     uchar* rgbas = new uchar[a_sz];
                                                   >> 333     if(!rgbas) {a_sz = 0;return 0;}
                                                   >> 334     uchar* pos = rgbas;
                                                   >> 335     VCol r,g,b;
                                                   >> 336     VCol a = 1;
                                                   >> 337     for(unsigned int row=0;row<m_wh;row++) {
                                                   >> 338       for(unsigned int col=0;col<m_ww;col++) {
                                                   >> 339         get_rgb(this,col,m_wh-row-1,r,g,b);
                                                   >> 340         *pos = (uchar)(r*255.0F);pos++;
                                                   >> 341         *pos = (uchar)(g*255.0F);pos++;
                                                   >> 342         *pos = (uchar)(b*255.0F);pos++;
                                                   >> 343         *pos = (uchar)(a*255.0F);pos++;
                                                   >> 344       }
                                                   >> 345     }
                                                   >> 346  /*{size_t number = 4 * m_ww * m_wh;
                                                   >> 347     size_t count_not_255 = 0;
                                                   >> 348     for(size_t item=3;item<number;item+=4) {
                                                   >> 349       unsigned char a = rgbas[item];
                                                   >> 350       if(a!=255) {
                                                   >> 351         ::printf("%lu : %d\n",item,a);
                                                   >> 352         count_not_255++;
                                                   >> 353   rgbas[item] = 255;
                                                   >> 354       }
                                                   >> 355     }
                                                   >> 356     ::printf("zb_action::rgbas : not_255 : %lu\n",count_not_255);}*/
                                                   >> 357     return rgbas;
                                                   >> 358   }
                                                   >> 359 
                                                   >> 360   unsigned char* get_rgbs(size_t& a_sz) {
                                                   >> 361     if(!m_ww || !m_wh) {a_sz = 0;return 0;}
                                                   >> 362     a_sz = 3 * m_ww * m_wh;
                                                   >> 363     typedef unsigned char uchar;
                                                   >> 364     uchar* rgbs = new uchar[a_sz];
                                                   >> 365     if(!rgbs) {a_sz = 0;return 0;}
                                                   >> 366     uchar* pos = rgbs;
                                                   >> 367     VCol r,g,b;
                                                   >> 368     for(unsigned int row=0;row<m_wh;row++) {
                                                   >> 369       for(unsigned int col=0;col<m_ww;col++) {
                                                   >> 370         get_rgb(this,col,m_wh-row-1,r,g,b);
                                                   >> 371         *pos = (uchar)(r*255.0F);pos++;
                                                   >> 372         *pos = (uchar)(g*255.0F);pos++;
                                                   >> 373         *pos = (uchar)(b*255.0F);pos++;
                                                   >> 374       }
400     }                                             375     }
401     m_normal_matrix.transpose();               << 376     return rgbs;
402   }                                               377   }
403                                                << 378 
                                                   >> 379 protected:
404   bool project_point(float& a_x,float& a_y,flo    380   bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) {
405     a_w = 1;                                      381     a_w = 1;
406     m_model.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp); << 382     m_model.mul_4f(a_x,a_y,a_z,a_w);
407     m_proj.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);  << 383     m_proj.mul_4f(a_x,a_y,a_z,a_w);
408     if(a_w==0) return false;                      384     if(a_w==0) return false;
409     a_x /= a_w;                                   385     a_x /= a_w;
410     a_y /= a_w;                                   386     a_y /= a_w;
411     a_z /= a_w;                                   387     a_z /= a_w;
412     return true;                                  388     return true;
413   }                                               389   }
414 //  bool project_normal(float& a_x,float& a_y,    390 //  bool project_normal(float& a_x,float& a_y,float& a_z) {
415 //    m_model.mul_dir_3f(a_x,a_y,a_z);            391 //    m_model.mul_dir_3f(a_x,a_y,a_z);
416 //    m_proj.mul_dir_3f(a_x,a_y,a_z);             392 //    m_proj.mul_dir_3f(a_x,a_y,a_z);
417 //    return true;                                393 //    return true;
418 //  }                                             394 //  }
419                                                   395 
420   class primvis : public primitive_visitor {      396   class primvis : public primitive_visitor {
421   protected:                                      397   protected:
422     virtual bool project(float& a_x,float& a_y    398     virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
423       return m_this.project_point(a_x,a_y,a_z, << 399       return m_zb_action.project_point(a_x,a_y,a_z,a_w);
424     }                                             400     }
425     virtual bool add_point(float a_x,float a_y    401     virtual bool add_point(float a_x,float a_y,float a_z,float) {
426       return _add_point(a_x,a_y,a_z,m_this.m_r << 402       return _add_point(a_x,a_y,a_z,m_zb_action.m_rgba);
427     }                                             403     }
428                                                   404 
429     virtual bool add_point(float a_x,float a_y    405     virtual bool add_point(float a_x,float a_y,float a_z,float,
430                            float a_r,float a_g    406                            float a_r,float a_g,float a_b,float a_a) {
431       return _add_point(a_x,a_y,a_z,a_r,a_g,a_ << 407       colorf c(a_r,a_g,a_b,a_a);
                                                   >> 408       return _add_point(a_x,a_y,a_z,c);
432     }                                             409     }
433                                                   410 
434     virtual bool add_line(float a_bx,float a_b    411     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
435                           float a_ex,float a_e    412                           float a_ex,float a_ey,float a_ez,float) {
436       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b << 413       m_zb_action.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
437       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e << 414       m_zb_action.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
438       a_bz *= -1;                                 415       a_bz *= -1;
439       a_ez *= -1;                                 416       a_ez *= -1;
440                                                   417 
441       zb::point beg;                              418       zb::point beg;
442       zinit(beg,a_bx,a_by,a_bz);                  419       zinit(beg,a_bx,a_by,a_bz);
443                                                   420 
444       zb::point end;                              421       zb::point end;
445       zinit(end,a_ex,a_ey,a_ez);                  422       zinit(end,a_ex,a_ey,a_ez);
446                                                   423 
447       m_this.m_zb.set_depth_test(m_this.m_DEPT << 424       m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
448       m_this.m_zb.set_blend(m_this.m_blend);   << 425       m_zb_action.m_zb.draw_line(beg,end,m_zb_action.get_pix(m_zb_action.m_rgba),npix(m_zb_action.m_line_width));
449                                                << 
450       zb::buffer::ZPixel pix;                  << 
451       color2pix(m_this.m_rgba,pix);            << 
452       m_this.m_zb.draw_line(beg,end,pix,npix(m << 
453                                                   426 
454       return true;                                427       return true;
455     }                                             428     }
456                                                   429 
457     virtual bool add_line(float a_bx,float a_b    430     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
458                           float a_br,float a_b    431                           float a_br,float a_bg,float a_bb,float a_ba,
459                           float a_ex,float a_e    432                           float a_ex,float a_ey,float a_ez,float,
460                           float,float,float,fl    433                           float,float,float,float) {
461       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b << 434       m_zb_action.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
462       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e << 435       m_zb_action.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
463       a_bz *= -1;                                 436       a_bz *= -1;
464       a_ez *= -1;                                 437       a_ez *= -1;
465                                                   438 
466       zb::point beg;                              439       zb::point beg;
467       zinit(beg,a_bx,a_by,a_bz);                  440       zinit(beg,a_bx,a_by,a_bz);
468                                                   441 
469       zb::point end;                              442       zb::point end;
470       zinit(end,a_ex,a_ey,a_ez);                  443       zinit(end,a_ex,a_ey,a_ez);
471                                                   444 
472       m_this.m_zb.set_depth_test(m_this.m_DEPT << 445       m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
473       m_this.m_zb.set_blend(m_this.m_blend);   << 
474                                                   446 
475       // interpolate color with beg,end ?         447       // interpolate color with beg,end ?
476       zb::buffer::ZPixel pix;                  << 448       m_zb_action.m_zb.draw_line(beg,end,m_zb_action.get_pix(colorf(a_br,a_bg,a_bb,a_ba)),npix(m_zb_action.m_line_width));
477       zb::buffer::rgba2pix(a_br,a_bg,a_bb,a_ba << 
478       m_this.m_zb.draw_line(beg,end,pix,npix(m << 
479                                                   449 
480       return true;                                450       return true;
481     }                                             451     }
482                                                   452 
483     virtual bool add_triangle(float a_p1x,floa    453     virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
484                               float a_p2x,floa    454                               float a_p2x,float a_p2y,float a_p2z,float a_p2w,
485                               float a_p3x,floa    455                               float a_p3x,float a_p3y,float a_p3z,float a_p3w){
486       return _add_triangle(a_p1x,a_p1y,a_p1z,a    456       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
487                            m_this.m_normal.x() << 
488                            m_this.m_normal.y() << 
489                            m_this.m_normal.z() << 
490                            a_p2x,a_p2y,a_p2z,a    457                            a_p2x,a_p2y,a_p2z,a_p2w,
491                            m_this.m_normal.x() << 
492                            m_this.m_normal.y() << 
493                            m_this.m_normal.z() << 
494                            a_p3x,a_p3y,a_p3z,a    458                            a_p3x,a_p3y,a_p3z,a_p3w,
495                            m_this.m_normal.x() << 459                            m_zb_action.m_rgba);
496                            m_this.m_normal.y() << 
497                            m_this.m_normal.z() << 
498                            m_this.m_rgba);     << 
499     }                                             460     }
500                                                   461 
501     virtual bool add_triangle(                    462     virtual bool add_triangle(
502       float a_p1x,float a_p1y,float a_p1z,floa    463       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
503       float a_r1,float a_g1,float a_b1,float a    464       float a_r1,float a_g1,float a_b1,float a_a1,
504       float a_p2x,float a_p2y,float a_p2z,floa    465       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
505       float a_r2,float a_g2,float a_b2,float a    466       float a_r2,float a_g2,float a_b2,float a_a2,
506       float a_p3x,float a_p3y,float a_p3z,floa    467       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
507       float a_r3,float a_g3,float a_b3,float a    468       float a_r3,float a_g3,float a_b3,float a_a3){
508                                                   469 
509       float r = (a_r1+a_r2+a_r3)/3.0f;            470       float r = (a_r1+a_r2+a_r3)/3.0f;
510       float g = (a_g1+a_g2+a_g3)/3.0f;            471       float g = (a_g1+a_g2+a_g3)/3.0f;
511       float b = (a_b1+a_b2+a_b3)/3.0f;            472       float b = (a_b1+a_b2+a_b3)/3.0f;
512       float a = (a_a1+a_a2+a_a3)/3.0f;            473       float a = (a_a1+a_a2+a_a3)/3.0f;
513       colorf col(r,g,b,a);                        474       colorf col(r,g,b,a);
514                                                   475 
515       return _add_triangle(a_p1x,a_p1y,a_p1z,a    476       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
516                            m_this.m_normal.x() << 
517                            m_this.m_normal.y() << 
518                            m_this.m_normal.z() << 
519                            a_p2x,a_p2y,a_p2z,a    477                            a_p2x,a_p2y,a_p2z,a_p2w,
520                            m_this.m_normal.x() << 
521                            m_this.m_normal.y() << 
522                            m_this.m_normal.z() << 
523                            a_p3x,a_p3y,a_p3z,a    478                            a_p3x,a_p3y,a_p3z,a_p3w,
524                            m_this.m_normal.x() << 
525                            m_this.m_normal.y() << 
526                            m_this.m_normal.z() << 
527                            col);                  479                            col);
528     }                                             480     }
529                                                   481 
530     virtual bool project_normal(float&,float&,    482     virtual bool project_normal(float&,float&,float&) {
531       //return m_this.project_normal(a_x,a_y,a << 483       //return m_zb_action.project_normal(a_x,a_y,a_z);
532       return true;                                484       return true;
533     }                                             485     }
534     virtual bool add_point_normal(float a_x,fl    486     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
535                                   float /*a_nx    487                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/) {
536       add_point(a_x,a_y,a_z,a_w);                 488       add_point(a_x,a_y,a_z,a_w);
                                                   >> 489     //m_this.m_points.add_normal(a_nx,a_ny,a_nz);
537       return true;                                490       return true;
538     }                                             491     }
539     virtual bool add_point_normal(float a_x,fl    492     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
540                                   float /*a_nx    493                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/,
541                                   float a_r,fl    494                                   float a_r,float a_g,float a_b,float a_a) {
542       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_    495       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_a);
                                                   >> 496     //m_this.m_points.add_normal(a_nx,a_ny,a_nz);
543       return true;                                497       return true;
544     }                                             498     }
545     virtual bool add_line_normal(float a_bx,fl    499     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
546                                  float /*a_bnx    500                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
547                                  float a_ex,fl    501                                  float a_ex,float a_ey,float a_ez,float a_ew,
548                                  float /*a_enx    502                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/) {
549       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,    503       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,a_ez,a_ew);
                                                   >> 504     //m_this.m_lines.add_normal(a_bnx,a_bny,a_bnz);
                                                   >> 505     //m_this.m_lines.add_normal(a_enx,a_eny,a_enz);
550       return true;                                506       return true;
551     }                                             507     }
552     virtual bool add_line_normal(float a_bx,fl    508     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
553                                  float /*a_bnx    509                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
554                                  float a_br,fl    510                                  float a_br,float a_bg,float a_bb,float a_ba,
555                                  float a_ex,fl    511                                  float a_ex,float a_ey,float a_ez,float a_ew,
556                                  float /*a_enx    512                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/,
557                                  float a_er,fl    513                                  float a_er,float a_eg,float a_eb,float a_ea){
558       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,    514       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,a_bb,a_ba, a_ex,a_ey,a_ez,a_ew, a_er,a_eg,a_eb,a_ea);
                                                   >> 515     //m_this.m_lines.add_normal(a_bnx,a_bny,a_bnz);
                                                   >> 516     //m_this.m_lines.add_normal(a_enx,a_eny,a_enz);
559       return true;                                517       return true;
560     }                                             518     }
561     virtual bool add_triangle_normal(             519     virtual bool add_triangle_normal(
562       float a_p1x,float a_p1y,float a_p1z,floa    520       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
563       float a_n1x,float a_n1y,float a_n1z,     << 521       float /*a_n1x*/,float /*a_n1y*/,float /*a_n1z*/,
564       float a_p2x,float a_p2y,float a_p2z,floa    522       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
565       float a_n2x,float a_n2y,float a_n2z,     << 523       float /*a_n2x*/,float /*a_n2y*/,float /*a_n2z*/,
566       float a_p3x,float a_p3y,float a_p3z,floa    524       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
567       float a_n3x,float a_n3y,float a_n3z) {   << 525       float /*a_n3x*/,float /*a_n3y*/,float /*a_n3z*/) {
568                                                << 526       add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
569       return _add_triangle(a_p1x,a_p1y,a_p1z,a << 527                    a_p2x,a_p2y,a_p2z,a_p2w,
570                            a_n1x,a_n1y,a_n1z,  << 528                    a_p3x,a_p3y,a_p3z,a_p3w);
571                            a_p2x,a_p2y,a_p2z,a << 529     //m_this.m_triangles.add_normal(a_n1x,a_n1y,a_n1z);
572                            a_n2x,a_n2y,a_n2z,  << 530     //m_this.m_triangles.add_normal(a_n2x,a_n2y,a_n2z);
573                            a_p3x,a_p3y,a_p3z,a << 531     //m_this.m_triangles.add_normal(a_n3x,a_n3y,a_n3z);
574                            a_n3x,a_n3y,a_n3z,  << 
575          m_this.m_rgba);                       << 
576       return true;                                532       return true;
577     }                                             533     }
578     virtual bool add_triangle_normal(             534     virtual bool add_triangle_normal(
579       float a_p1x,float a_p1y,float a_p1z,floa    535       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
580       float a_n1x,float a_n1y,float a_n1z,     << 536       float /*a_n1x*/,float /*a_n1y*/,float /*a_n1z*/,
581       float a_r1,float a_g1,float a_b1,float a    537       float a_r1,float a_g1,float a_b1,float a_a1,
582       float a_p2x,float a_p2y,float a_p2z,floa    538       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
583       float a_n2x,float a_n2y,float a_n2z,     << 539       float /*a_n2x*/,float /*a_n2y*/,float /*a_n2z*/,
584       float a_r2,float a_g2,float a_b2,float a    540       float a_r2,float a_g2,float a_b2,float a_a2,
585       float a_p3x,float a_p3y,float a_p3z,floa    541       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
586       float a_n3x,float a_n3y,float a_n3z,     << 542       float /*a_n3x*/,float /*a_n3y*/,float /*a_n3z*/,
587       float a_r3,float a_g3,float a_b3,float a    543       float a_r3,float a_g3,float a_b3,float a_a3){
588                                                << 544       add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
589       float r = (a_r1+a_r2+a_r3)/3.0f;         << 545                    a_r1,a_g1,a_b1,a_a1,
590       float g = (a_g1+a_g2+a_g3)/3.0f;         << 546                    a_p2x,a_p2y,a_p2z,a_p2w,
591       float b = (a_b1+a_b2+a_b3)/3.0f;         << 547                    a_r2,a_g2,a_b2,a_a2,
592       float a = (a_a1+a_a2+a_a3)/3.0f;         << 548                    a_p3x,a_p3y,a_p3z,a_p3w,
593       colorf col(r,g,b,a);                     << 549                    a_r3,a_g3,a_b3,a_a3);
594                                                << 550     //m_this.m_triangles.add_normal(a_n1x,a_n1y,a_n1z);
595       return _add_triangle(a_p1x,a_p1y,a_p1z,a << 551     //m_this.m_triangles.add_normal(a_n2x,a_n2y,a_n2z);
596                            a_n1x,a_n1y,a_n1z,  << 552     //m_this.m_triangles.add_normal(a_n3x,a_n3y,a_n3z);
597                            a_p2x,a_p2y,a_p2z,a << 
598                            a_n2x,a_n2y,a_n2z,  << 
599                            a_p3x,a_p3y,a_p3z,a << 
600                            a_n3x,a_n3y,a_n3z,  << 
601          col);                                 << 
602       return true;                                553       return true;
603     }                                             554     }
604   public:                                         555   public:
605     primvis(zb_action& a_zb):m_this(a_zb){}    << 556     primvis(zb_action& a_zb):m_zb_action(a_zb){}
606     virtual ~primvis(){}                          557     virtual ~primvis(){}
607   public:                                         558   public:
608     primvis(const primvis& a_from)                559     primvis(const primvis& a_from)
609     :primitive_visitor(a_from)                    560     :primitive_visitor(a_from)
610     ,m_this(a_from.m_this)                     << 561     ,m_zb_action(a_from.m_zb_action)
611     {}                                            562     {}
612     primvis& operator=(const primvis& a_from){    563     primvis& operator=(const primvis& a_from){
613       primitive_visitor::operator=(a_from);       564       primitive_visitor::operator=(a_from);
614       return *this;                               565       return *this;
615     }                                             566     }
616   protected:                                      567   protected:
617     static void zinit(zb::point& a_p,float a_x    568     static void zinit(zb::point& a_p,float a_x,float a_y,float a_z) {
618       a_p.x = fround(a_x); //float -> int         569       a_p.x = fround(a_x); //float -> int
619       a_p.y = fround(a_y); //float -> int         570       a_p.y = fround(a_y); //float -> int
620       a_p.z = (zb::ZZ)a_z; //float -> double      571       a_p.z = (zb::ZZ)a_z; //float -> double
621     }                                             572     }
622                                                   573 
623     unsigned int npix(float a_size) {             574     unsigned int npix(float a_size) {
624       // 0 -> 0                                   575       // 0 -> 0
625       // 1 -> 0                                   576       // 1 -> 0
626       // 2 -> 1    3x3                            577       // 2 -> 1    3x3
627       // 3 -> 1    3x3                            578       // 3 -> 1    3x3
628       // 4 -> 2    5x5                            579       // 4 -> 2    5x5
629       // 5 -> 2    5x5                            580       // 5 -> 2    5x5
630       // 6 -> 3    7x7                            581       // 6 -> 3    7x7
631       unsigned int num = (unsigned int)a_size;    582       unsigned int num = (unsigned int)a_size;
632       unsigned int num_2 = num/2;                 583       unsigned int num_2 = num/2;
633       if(2*num_2==num) {num++;num_2 = num/2;}     584       if(2*num_2==num) {num++;num_2 = num/2;}
634       return num_2;                               585       return num_2;
635     }                                             586     }
636                                                   587 
637     bool _add_point(float a_x,float a_y,float  << 588     bool _add_point(float a_x,float a_y,float a_z,const colorf& a_color){
638       m_this.m_zb.set_depth_test(m_this.m_DEPT << 589       m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
639       m_this.m_zb.set_blend(m_this.m_blend);   << 
640                                                   590 
641       m_this.m_vp_mtx.mul_3f_opt(a_x,a_y,a_z,m << 591       m_zb_action.m_vp_mtx.mul_3f(a_x,a_y,a_z);
642       a_z *= -1;                                  592       a_z *= -1;
643                                                   593 
644       zb::point p;                                594       zb::point p;
645       zinit(p,a_x,a_y,a_z);                       595       zinit(p,a_x,a_y,a_z);
646                                                   596 
647       zb::buffer::ZPixel pix;                  << 597       float alpha = a_color.a();
648       zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix << 598       zb::buffer::ZPixel px;
649       m_this.m_zb.draw_point(p,pix,npix(m_this << 599       if(alpha<1.0f) {
                                                   >> 600         zb::buffer::ZPixel old_px = 0;
                                                   >> 601         if(!m_zb_action.m_zb.get_pixel(p,old_px)) return false;
                                                   >> 602         colorf old_color;
                                                   >> 603         if(!m_zb_action.find_color(old_px,old_color)) return false;
                                                   >> 604         float one_alpha = 1.0f-alpha;
                                                   >> 605         colorf _color;
                                                   >> 606         _color.set_r(a_color.r()*alpha+old_color.r()*one_alpha);
                                                   >> 607         _color.set_g(a_color.g()*alpha+old_color.g()*one_alpha);
                                                   >> 608         _color.set_b(a_color.b()*alpha+old_color.b()*one_alpha);
                                                   >> 609         px = m_zb_action.get_pix(_color);
                                                   >> 610       } else {
                                                   >> 611         px = m_zb_action.get_pix(a_color);
                                                   >> 612       }
                                                   >> 613       m_zb_action.m_zb.draw_point(p,px,npix(m_zb_action.m_point_size));
650                                                   614 
651       return true;                                615       return true;
652     }                                             616     }
653                                                   617 
654     bool _add_triangle(float a_p1x,float a_p1y << 618     bool _add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
655                        float a_n1x,float a_n1y << 619                        float a_p2x,float a_p2y,float a_p2z,float a_p2w,
656                        float a_p2x,float a_p2y << 620                        float a_p3x,float a_p3y,float a_p3z,float a_p3w,
657                        float a_n2x,float a_n2y << 
658                        float a_p3x,float a_p3y << 
659                        float a_n3x,float a_n3y << 
660                        const colorf& a_color){    621                        const colorf& a_color){
661                                                   622 
662       float p1x = a_p1x;float p1y = a_p1y;floa    623       float p1x = a_p1x;float p1y = a_p1y;float p1z = a_p1z;//float p1w = a_p1w;
663       float p2x = a_p2x;float p2y = a_p2y;floa    624       float p2x = a_p2x;float p2y = a_p2y;float p2z = a_p2z;//float p2w = a_p2w;
664       float p3x = a_p3x;float p3y = a_p3y;floa    625       float p3x = a_p3x;float p3y = a_p3y;float p3z = a_p3z;//float p3w = a_p3w;
665                                                   626 
666       m_this.m_vp_mtx.mul_3f_opt(p1x,p1y,p1z,m << 627       m_zb_action.m_vp_mtx.mul_3f(p1x,p1y,p1z);
667       m_this.m_vp_mtx.mul_3f_opt(p2x,p2y,p2z,m << 628       m_zb_action.m_vp_mtx.mul_3f(p2x,p2y,p2z);
668       m_this.m_vp_mtx.mul_3f_opt(p3x,p3y,p3z,m << 629       m_zb_action.m_vp_mtx.mul_3f(p3x,p3y,p3z);
669       p1z *= -1;                                  630       p1z *= -1;
670       p2z *= -1;                                  631       p2z *= -1;
671       p3z *= -1;                                  632       p3z *= -1;
672                                                   633 
673       if(m_this.m_POLYGON_OFFSET_FILL){        << 634       if(m_zb_action.m_POLYGON_OFFSET_FILL){
674         //note : gopaw pawex9,14,15,21 with "l << 
675         // zs are in [-1,1]                       635         // zs are in [-1,1]
676         float epsil = 1e-4f;                   << 636         float epsil = 1e-5f;
                                                   >> 637         //float epsil = 1e-4f;
677         p1z -= epsil;                             638         p1z -= epsil;
678         p2z -= epsil;                             639         p2z -= epsil;
679         p3z -= epsil;                             640         p3z -= epsil;
680       }                                           641       }
681                                                   642 
682       typedef zb::ZZ ZZ; //double                 643       typedef zb::ZZ ZZ; //double
683                                                   644 
684       plane<vec3d> pn(                            645       plane<vec3d> pn(
685         vec3<ZZ>(p1x,p1y,p1z),                    646         vec3<ZZ>(p1x,p1y,p1z),
686         vec3<ZZ>(p2x,p2y,p2z),                    647         vec3<ZZ>(p2x,p2y,p2z),
687         vec3<ZZ>(p3x,p3y,p3z)                     648         vec3<ZZ>(p3x,p3y,p3z)
688       );                                          649       );
689       if(!pn.is_valid()) return true;             650       if(!pn.is_valid()) return true;
690                                                   651 
691       // norm[0]*x+norm[1]*y+norm[2]*z = dist     652       // norm[0]*x+norm[1]*y+norm[2]*z = dist
692       // A*x+B*y+C*z+D = 0                        653       // A*x+B*y+C*z+D = 0
693                                                   654 
694       ZZ C = pn.normal()[2];                      655       ZZ C = pn.normal()[2];
695                                                   656 
696       if(m_this.m_CULL_FACE){                  << 657       if(m_zb_action.m_CULL_FACE){  // check back facing or by the edge :
697         if(m_this.m_ccw) {                     << 658         if(m_zb_action.m_ccw) {
698           if(C<=0) return true;                   659           if(C<=0) return true;
699         } else {                                  660         } else {
700           if(C>=0) return true;                   661           if(C>=0) return true;
701         }                                         662         }
702       }                                           663       }
703                                                   664 
704       ZZ A = pn.normal()[0];                      665       ZZ A = pn.normal()[0];
705       ZZ B = pn.normal()[1];                      666       ZZ B = pn.normal()[1];
706       ZZ D = -pn.distance_from_origin();          667       ZZ D = -pn.distance_from_origin();
707                                                   668 
708       //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);     669       //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);
709       //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);     670       //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);
710                                                   671 
711       zb::point list[3];                          672       zb::point list[3];
712       zinit(list[0],p1x,p1y,p1z);                 673       zinit(list[0],p1x,p1y,p1z);
713       zinit(list[1],p2x,p2y,p2z);                 674       zinit(list[1],p2x,p2y,p2z);
714       zinit(list[2],p3x,p3y,p3z);                 675       zinit(list[2],p3x,p3y,p3z);
715                                                   676 
716       m_this.m_zb.set_depth_test(m_this.m_DEPT << 677       m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
717       m_this.m_zb.set_blend(m_this.m_blend);   << 
718                                                << 
719       colorf frag_color = a_color;             << 
720                                                   678 
721       if(m_this.m_light_on) {  // same logic a << 679       if(m_zb_action.m_light_on) {
722                                                   680 
723         float nx = (a_n1x+a_n2x+a_n3x)/3.0f;   << 681         float _p1x = a_p1x;float _p1y = a_p1y;float _p1z = a_p1z;float _p1w = a_p1w;
724         float ny = (a_n1y+a_n2y+a_n3y)/3.0f;   << 682         float _p2x = a_p2x;float _p2y = a_p2y;float _p2z = a_p2z;float _p2w = a_p2w;
725         float nz = (a_n1z+a_n2z+a_n3z)/3.0f;   << 683         float _p3x = a_p3x;float _p3y = a_p3y;float _p3z = a_p3z;float _p3w = a_p3w;
                                                   >> 684 
                                                   >> 685         _p1x *= _p1w;_p1y *= _p1w;_p1z *= _p1w;
                                                   >> 686         _p2x *= _p2w;_p2y *= _p2w;_p2z *= _p2w;
                                                   >> 687         _p3x *= _p3w;_p3y *= _p3w;_p3z *= _p3w;
                                                   >> 688 
                                                   >> 689         m_zb_action.m_proj_1.mul_4f(_p1x,_p1y,_p1z,_p1w);
                                                   >> 690         m_zb_action.m_proj_1.mul_4f(_p2x,_p2y,_p2z,_p2w);
                                                   >> 691         m_zb_action.m_proj_1.mul_4f(_p3x,_p3y,_p3z,_p3w);
                                                   >> 692 
                                                   >> 693         plane<vec3d> _pn(
                                                   >> 694           vec3<ZZ>(_p1x,_p1y,_p1z),
                                                   >> 695           vec3<ZZ>(_p2x,_p2y,_p2z),
                                                   >> 696           vec3<ZZ>(_p3x,_p3y,_p3z)
                                                   >> 697         );
                                                   >> 698         if(_pn.is_valid()) {
                                                   >> 699           vec3f npn(float(_pn.normal().x()),
                                                   >> 700                     float(_pn.normal().y()),
                                                   >> 701                     float(_pn.normal().z()));
                                                   >> 702           vec3f d = m_zb_action.m_light_direction;
                                                   >> 703           float dx =  m_zb_action.m_light_direction.x();
                                                   >> 704           float dy =  m_zb_action.m_light_direction.y();
                                                   >> 705           float dz =  m_zb_action.m_light_direction.z();
                                                   >> 706           m_zb_action.m_model.mul_3f(dx,dy,dz);
                                                   >> 707           d.set_value(dx,dy,dz);
                                                   >> 708           if(d.normalize()) {
                                                   >> 709             float dot = npn.dot(d);
                                                   >> 710             if((-1<=dot)&&(dot<=0)) {
                                                   >> 711               dot *= -1;
                                                   >> 712 
                                                   >> 713 //            colorf c
                                                   >> 714 //              (a_color.r()*dot,a_color.g()*dot,a_color.b()*dot,a_color.a());
                                                   >> 715 
                                                   >> 716               float h,l,s;
                                                   >> 717               rgb_to_hls(a_color.r(),a_color.g(),a_color.b(),h,l,s);
                                                   >> 718               l *= dot;
                                                   >> 719               float r,g,b;
                                                   >> 720               hls_to_rgb(h,l,s,r,g,b);
726                                                   721 
727         m_this.m_normal_matrix.mul_dir_3f_opt( << 722               colorf c(r,g,b,a_color.a());
728                                                   723 
729         vec3f _normal(nx,ny,nz);_normal.normal << 724               m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(c));
730                                                << 725             //m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(a_color));
731         float _dot = _normal.dot(m_this.m_ligh << 726             }
732                                                << 727           }
733         if(_dot<0.0f) {                        << 728         }
734           _dot *= -1.0f;                       << 
735                                                << 
736           colorf _tmp = m_this.m_light_color;  << 
737           _tmp *= _dot;                        << 
738 //        _tmp *= 1.4f;  //to have same intens << 
739           _tmp += m_this.m_light_ambient;      << 
740                                                << 
741           frag_color *= _tmp;                  << 
742                                                << 
743         } else {                               << 
744           frag_color *= m_this.m_light_ambient << 
745   }                                            << 
746                                                << 
747         frag_color.clamp();                    << 
748         frag_color.set_a(a_color.a());         << 
749                                                   729 
                                                   >> 730       } else {
                                                   >> 731         m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(a_color));
750       }                                           732       }
751                                                   733 
752       zb::buffer::ZPixel pix;                  << 
753       color2pix(frag_color,pix);               << 
754       m_this.m_zb.draw_polygon(3,list,A,B,C,D, << 
755                                                << 
756       return true;                                734       return true;
757     }                                             735     }
758   protected:                                      736   protected:
759     zb_action& m_this;                         << 737     zb_action& m_zb_action;
760   private:  //optimize:                        << 
761     float m_tmp[3];                            << 
762   };                                              738   };
763                                                   739 
764 protected:                                        740 protected:
765   zb_manager& m_mgr;                              741   zb_manager& m_mgr;
766   mat4f m_vp_mtx;                                 742   mat4f m_vp_mtx;
767   zb::buffer m_zb;                                743   zb::buffer m_zb;
768   primvis m_pv;                                   744   primvis m_pv;
                                                   >> 745   mat4f m_proj_1; //OPTIMIZE : used if m_light_on true.
                                                   >> 746   cmap_t m_cmap;
                                                   >> 747   rcmap_t m_rcmap;
769   colorf m_light_color;                           748   colorf m_light_color;
770   colorf m_light_ambient;                      << 
771   vec3f m_light_direction;                        749   vec3f m_light_direction;
772   vec3f m_normal;                                 750   vec3f m_normal;
773                                                   751 
774   // to be restored in restore_state() :          752   // to be restored in restore_state() :
775   mat4f m_proj;                                   753   mat4f m_proj;
776   mat4f m_model;                                  754   mat4f m_model;
777   mat4f m_normal_matrix;                       << 
778   colorf m_rgba;                                  755   colorf m_rgba;
779   bool m_ccw;                                     756   bool m_ccw;
780   bool m_POLYGON_OFFSET_FILL;                     757   bool m_POLYGON_OFFSET_FILL;
781   bool m_CULL_FACE;                               758   bool m_CULL_FACE;
782   bool m_POINT_SMOOTH;                            759   bool m_POINT_SMOOTH;
783   bool m_LINE_SMOOTH;                             760   bool m_LINE_SMOOTH;
784   float m_line_width;                             761   float m_line_width;
785   float m_point_size;                             762   float m_point_size;
786   bool m_light_on;                                763   bool m_light_on;
787   bool m_DEPTH_TEST;                              764   bool m_DEPTH_TEST;
788   bool m_blend;                                << 
789 private:  //optimize:                          << 
790   float m_tmp[4];                              << 
791 };                                                765 };
792                                                   766 
793 }}                                                767 }}
794                                                   768 
795 #endif                                            769 #endif