1 | #include "glInterface.h"
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2 | #include "GlobalLinesRenderer.h"
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3 | #include "common.h"
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4 | #include "RenderTexture.h"
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5 | #include "Preprocessor.h"
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6 | #include "GlRenderer.h"
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7 |
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8 | #include <Cg/cg.h>
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9 | #include <Cg/cgGL.h>
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10 |
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11 | //#include <QtOpenGL>
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12 |
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13 | namespace GtpVisibilityPreprocessor {
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14 |
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15 |
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16 | static CGcontext sCgContext = NULL;
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17 | static CGprogram sCgDepthPeelingProgram = NULL;
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18 | static CGprogram sCgPassThroughProgram = NULL;
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19 |
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20 | static CGprofile sCgFragmentProfile;
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21 | static CGparameter sTextureParam;
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22 |
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23 | GlobalLinesRenderer *globalLinesRenderer = NULL;
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24 |
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25 |
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26 | static void cgErrorCallback()
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27 | {
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28 | CGerror lastError = cgGetError();
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29 |
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30 | if(lastError)
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31 | {
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32 | printf("%s\n\n", cgGetErrorString(lastError));
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33 | printf("%s\n", cgGetLastListing(sCgContext));
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34 | printf("Cg error, exiting...\n");
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35 |
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36 | exit(0);
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37 | }
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38 | }
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39 |
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40 | static void PrintGLerror(char *msg)
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41 | {
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42 | GLenum errCode;
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43 | const GLubyte *errStr;
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44 |
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45 | if ((errCode = glGetError()) != GL_NO_ERROR)
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46 | {
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47 | errStr = gluErrorString(errCode);
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48 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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49 | }
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50 | }
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51 |
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52 |
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53 | void Reshape(int w, int h)
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54 | {
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55 | if (h == 0) h = 1;
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56 |
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57 | glViewport(0, 0, w, h);
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58 |
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59 | glMatrixMode(GL_PROJECTION);
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60 | glLoadIdentity();
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61 |
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62 | //gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 3, 5000.0);
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63 | //gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 0.5, 10.0);
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64 | glOrtho(-1000, 1000, -1000, 1000, 1, 1000);
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65 | }
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66 |
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67 |
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68 | void Display()
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69 | {
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70 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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71 | glMatrixMode(GL_MODELVIEW);
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72 | glPushMatrix();
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73 |
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74 | //globalLinesRenderer->DrawGeometry();
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75 |
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76 | globalLinesRenderer->CastGlobalLines(Beam(), 0);
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77 |
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78 | PrintGLerror("display");
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79 |
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80 | glPopMatrix();
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81 | glutSwapBuffers();
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82 | }
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83 |
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84 |
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85 | void Idle()
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86 | {
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87 | glutPostRedisplay();
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88 | }
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89 |
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90 |
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91 | void Keyboard(unsigned char key, int x, int y)
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92 | {
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93 | switch(key)
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94 | {
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95 | case '2':
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96 | ++ globalLinesRenderer->mMaxDepth;
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97 | cout << "max depth: " << globalLinesRenderer->mMaxDepth << endl;
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98 | return;
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99 | case '1':
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100 | -- globalLinesRenderer->mMaxDepth;
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101 | cout << "max depth: " << globalLinesRenderer->mMaxDepth << endl;
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102 | return;
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103 | default:
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104 | return;
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105 | }
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106 | }
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107 |
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108 | /*GlobalLinesRenderer::GlobalLinesRenderer(RenderTexture *buffer1,
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109 | RenderTexture *buffer2,
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110 | Preprocessor *preprocessor,
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111 | GlRenderer *renderer)
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112 | : mNewBuffer(buffer1), mOldBuffer(buffer2), mPreprocessor(preprocessor), mMaxDepth(100),
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113 | mRenderer(renderer)
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114 | {
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115 | }
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116 | */
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117 | GlobalLinesRenderer::GlobalLinesRenderer(Preprocessor *preprocessor,
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118 | GlRenderer *renderer):
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119 | mNewBuffer(NULL),
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120 | mOldBuffer(NULL),
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121 | mMaxDepth(0),
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122 | mRenderer(renderer),
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123 | mPreprocessor(preprocessor)
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124 | {
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125 | }
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126 |
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127 |
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128 | GlobalLinesRenderer::~GlobalLinesRenderer()
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129 | {
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130 | if (sCgDepthPeelingProgram)
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131 | cgDestroyProgram(sCgDepthPeelingProgram);
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132 | if (sCgContext)
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133 | cgDestroyContext(sCgContext);
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134 | }
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135 |
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136 |
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137 | void GlobalLinesRenderer::CastGlobalLines(Beam &beam, const int samples)
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138 | {
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139 | // bind pixel shader implementing the front depth buffer functionality
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140 | ApplyDepthPeeling(beam, samples);
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141 | }
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142 |
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143 |
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144 | void GlobalLinesRenderer::RenderObject(Intersectable *obj)
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145 | {
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146 | mRenderer->RenderIntersectable(obj);
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147 | }
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148 |
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149 |
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150 | void GlobalLinesRenderer::DrawGeometry()
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151 | {
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152 | //mRenderer->mUseFalseColors = true;
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153 | ObjectContainer::const_iterator oit, oit_end = mPreprocessor->mObjects.end();
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154 |
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155 | Intersectable::NewMail();
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156 |
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157 | for (oit = mPreprocessor->mObjects.begin(); oit != oit_end; ++ oit)
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158 | {
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159 | RenderObject(*oit);
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160 | }
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161 | }
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162 |
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163 |
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164 | void GlobalLinesRenderer::SwitchRenderTextures()
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165 | {
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166 | RenderTexture *buffer = mOldBuffer;
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167 | mOldBuffer = mNewBuffer;
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168 | mNewBuffer = buffer;
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169 | }
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170 |
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171 |
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172 | void GlobalLinesRenderer::InitGl()
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173 | {
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174 | glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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175 | glutInitWindowPosition(50, 50);
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176 | glutInitWindowSize(512, 512);
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177 | glutCreateWindow("TestRenderDepthTexture");
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178 |
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179 | int err = glewInit();
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180 | if (GLEW_OK != err)
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181 | {
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182 | // problem: glewInit failed, something is seriously wrong
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183 | fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
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184 | exit(-1);
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185 | }
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186 |
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187 | glutKeyboardFunc(Keyboard);
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188 | glutDisplayFunc(Display);
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189 | glutIdleFunc(Idle);
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190 | glutReshapeFunc(Reshape);
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191 |
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192 | Reshape(512, 512);
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193 | glMatrixMode(GL_MODELVIEW);
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194 | glLoadIdentity();
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195 |
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196 | AxisAlignedBox3 bbox = globalLinesRenderer->mPreprocessor->mKdTree->GetBox();
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197 | const Vector3 midPoint = bbox.Center();
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198 | //const Vector3 viewPoint = midPoint + Vector3(-800, 0, 0);
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199 | const Vector3 viewPoint = midPoint + Vector3(2, 0, 0);
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200 |
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201 | cout << "midPoint: " << midPoint << endl;
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202 | cout << "viewPoint: " << viewPoint << endl;
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203 | cout << "scene: " << bbox << endl;
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204 |
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205 | /*gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
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206 | midPoint.x, midPoint.y, midPoint.z,
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207 | 0, 1, 0);
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208 | */
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209 | gluLookAt(0, 0, 3, 0, 0, 0, 0, 1, 0);
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210 |
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211 | //glDisable(GL_CULL_FACE);
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212 | glEnable(GL_CULL_FACE);
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213 | glDisable(GL_LIGHTING);
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214 | //glEnable(GL_COLOR_MATERIAL);
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215 | glDisable(GL_COLOR_MATERIAL);
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216 | glEnable(GL_DEPTH_TEST);
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217 | glClearColor(0.1, 0.2, 0.3, 1);
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218 |
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219 | int texWidth = 256, texHeight = 256;
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220 |
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221 | // A square, mipmapped, anisotropically filtered 8-bit RGBA texture with
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222 | // depth and stencil.
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223 | // Note that RT_COPY_TO_TEXTURE is required for depth textures on ATI hardware
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224 |
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225 | mNewBuffer = new RenderTexture(texWidth, texHeight, true, true);
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226 | //mNewBuffer->Initialize(true, true, false, true, true, 8, 8, 8, 8);//, RenderTexture::RT_COPY_TO_TEXTURE);
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227 | mNewBuffer->Initialize(true, true, false, true, true, 8, 8, 8, 8, RenderTexture::RT_COPY_TO_TEXTURE);
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228 |
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229 | mOldBuffer = new RenderTexture(texWidth, texHeight, true, true);
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230 | //mOldBuffer ->Initialize(true, true, false, true, true, 8, 8, 8, 8);//, RenderTexture::RT_COPY_TO_TEXTURE);
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231 | mOldBuffer ->Initialize(true, true, false, true, true, 8, 8, 8, 8, RenderTexture::RT_COPY_TO_TEXTURE);
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232 |
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233 | // Setup Cg
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234 | cgSetErrorCallback(cgErrorCallback);
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235 |
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236 | // Create cgContext.
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237 | sCgContext = cgCreateContext();
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238 |
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239 | // get the best profile for this hardware
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240 | sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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241 |
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242 | //assert(sCgFragmentProfile != CG_PROFILE_UNKNOWN);
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243 | cgGLSetOptimalOptions(sCgFragmentProfile);
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244 |
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245 | sCgDepthPeelingProgram =
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246 | cgCreateProgramFromFile(sCgContext,
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247 | CG_SOURCE,
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248 | "../src/depth_peeling.cg",
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249 | GLEW_ARB_fragment_program ? CG_PROFILE_ARBFP1 : CG_PROFILE_FP30,
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250 | NULL,
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251 | NULL);
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252 |
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253 | if(sCgDepthPeelingProgram != NULL)
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254 | {
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255 | cgGLLoadProgram(sCgDepthPeelingProgram);
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256 | sTextureParam = cgGetNamedParameter(sCgDepthPeelingProgram, "depthTex");
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257 | }
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258 |
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259 | sCgPassThroughProgram =
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260 | cgCreateProgramFromFile(sCgContext,
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261 | CG_SOURCE,
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262 | "../src/passthrough.cg",
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263 | GLEW_ARB_fragment_program ? CG_PROFILE_ARBFP1 : CG_PROFILE_FP30,
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264 | NULL,
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265 | NULL);
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266 |
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267 | if(sCgPassThroughProgram != NULL)
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268 | {
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269 | cgGLLoadProgram(sCgPassThroughProgram);
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270 | }
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271 |
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272 |
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273 | // setup the rendering context for the RenderTexture
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274 | mNewBuffer->BeginCapture();
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275 | {
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276 | Reshape(texWidth, texHeight);
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277 | glClearColor(0.1, 0.7, 0.2, 1);
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278 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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279 |
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280 | glFrontFace(GL_CCW);
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281 | glCullFace(GL_BACK);
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282 | glEnable(GL_CULL_FACE);
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283 | glShadeModel(GL_FLAT);
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284 | glEnable(GL_DEPTH_TEST);
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285 |
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286 | glMatrixMode(GL_MODELVIEW);
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287 | glLoadIdentity();
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288 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
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289 | midPoint.x, midPoint.y, midPoint.z,
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290 | 0, 1, 0);
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291 |
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292 | }
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293 | mNewBuffer->EndCapture();
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294 |
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295 | // setup the rendering context for the RenderTexture
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296 | mOldBuffer->BeginCapture();
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297 | {
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298 | Reshape(texWidth, texHeight);
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299 | glMatrixMode(GL_MODELVIEW);
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300 | glLoadIdentity();
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301 |
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302 | glFrontFace(GL_CCW);
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303 | glCullFace(GL_BACK);
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304 | glEnable(GL_CULL_FACE);
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305 | glShadeModel(GL_FLAT);
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306 | glEnable(GL_DEPTH_TEST);
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307 |
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308 | gluLookAt(viewPoint.x, viewPoint.y, viewPoint.z,
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309 | midPoint.x, midPoint.y, midPoint.z,
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310 | 0, 1, 0);
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311 |
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312 | glClearColor(0.6, 0.2, 0.2, 1);
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313 | }
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314 | mOldBuffer->EndCapture();
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315 |
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316 | PrintGLerror("init");
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317 | }
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318 |
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319 |
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320 | void GlobalLinesRenderer::ProcessDepthBuffer()
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321 | {
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322 | }
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323 |
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324 |
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325 | void GlobalLinesRenderer::Run()
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326 | {
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327 | glutMainLoop();
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328 | }
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329 |
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330 |
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331 | void GlobalLinesRenderer::ApplyDepthPeeling(Beam &beam, const int samples)
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332 | {
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333 | //if (mNewBuffer->IsDoubleBuffered())
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334 | // glDrawBuffer(GL_BACK);
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335 |
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336 | mNewBuffer->BeginCapture();
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337 | {
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338 | //cgGLBindProgram(sCgPassThroughProgram);
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339 | //cgGLEnableProfile(sCgFragmentProfile);
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340 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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341 | glMatrixMode(GL_MODELVIEW);
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342 | glPushMatrix();
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343 | {
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344 | //glutSolidTorus(0.25, 1, 32, 64);
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345 | DrawGeometry();
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346 | }
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347 | glPopMatrix();
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348 | }
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349 | mNewBuffer->EndCapture();
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350 |
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351 | //mNewBuffer->BindDepth();
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352 | //float data[262144];
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353 | //glGetTexImage(mNewBuffer->GetTextureTarget(), 0, mNewBuffer->texture_format, GL_FLOAT, data);
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354 | if (mNewBuffer->IsRectangleTexture()) cout << "rect" << endl;
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355 | //else cout << "haga"<<endl;
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356 |
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357 | for(int i = 0; i < mMaxDepth; ++ i)
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358 | {
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359 | // Peel another layer
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360 | SwitchRenderTextures(); // switch pointer between rendertextures
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361 |
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362 | mNewBuffer->BeginCapture();
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363 | {
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364 | //if (mNewBuffer->IsDoubleBuffered())
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365 | // glDrawBuffer(GL_BACK);
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366 |
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367 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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368 |
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369 | cgGLBindProgram(sCgDepthPeelingProgram);
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370 | // cgGLBindProgram(sCgPassThroughProgram);
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371 | cgGLEnableProfile(sCgFragmentProfile);
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372 | cgGLSetTextureParameter(sTextureParam, mOldBuffer->GetDepthTextureID());
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373 | cgGLEnableTextureParameter(sTextureParam);
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374 |
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375 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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376 | glMatrixMode(GL_MODELVIEW);
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377 | glPushMatrix();
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378 | {
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379 | //glutSolidTorus(0.25, 1, 32, 64);
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380 | DrawGeometry();
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381 | }
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382 | glPopMatrix();
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383 |
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384 | cgGLDisableTextureParameter(sTextureParam);
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385 | cgGLDisableProfile(sCgFragmentProfile);
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386 | }
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387 | mNewBuffer->EndCapture();
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388 | }
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389 |
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390 | PrintGLerror("display 1");
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391 |
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392 | //mNewBuffer->Bind();
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393 | mNewBuffer->BindDepth();
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394 | mNewBuffer->EnableTextureTarget();
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395 |
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396 |
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397 | PrintGLerror("display 2");
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398 | glColor3f(1,1,1);
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399 | glBegin(GL_QUADS);
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400 | glTexCoord2f(0, 0); glVertex3f(-1000, -1000, -0.5f);
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401 | glTexCoord2f(1, 0); glVertex3f( 1000, -1000, -0.5f);
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402 | glTexCoord2f(1, 1); glVertex3f( 1000, 1000, -0.5f);
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403 | glTexCoord2f(0, 1); glVertex3f(-1000, 1000, -0.5f);
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404 | glEnd();
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405 |
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406 | if (mNewBuffer->IsFloatTexture())
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407 | {
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408 | // cgGLDisableTextureParameter(textureParam);
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409 | // cgGLDisableProfile(theProfile);
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410 | }
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411 | else
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412 | {
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413 | mNewBuffer->DisableTextureTarget();
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414 | }
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415 | }
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416 |
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417 |
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418 | }
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