git-svn-id: svn://db.shs.com.ru/libs@593 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -63,37 +63,19 @@ void RendererSimple::renderScene() {
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for (int l = 0; l < passes; ++l) {
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if (passes > 1) fbo.setWriteBuffer(1);
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if (l == 0) {
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glClearFramebuffer(view.backColor());
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glEnableDepth();
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glClearFramebuffer(view.backColor());
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} else {
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glClearFramebuffer(Qt::black, false);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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glClearFramebuffer(Qt::black, false);
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}
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//view.camera().apply(view.aspect);
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rp.cam_offset_matrix = view.camera()->offsetMatrix();
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rp.prepare();
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setupLights(l, 8);
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/*fbo_c.bind();
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glClearFramebuffer();
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//shader->bind(); /// WARNING
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renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled());
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//shader->release(); /// WARNING
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if (QRect(QPoint(), fbo_c.size()).contains(mpos)) {
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//qDebug() << mpos;
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GLfloat data[4] = {0, 0, 0, 0};
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glReadPixels(mpos.x(), fbo_c.height() - mpos.y(), 1, 1, GL_RGBA, GL_FLOAT, data);
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//qDebug() << QVector3D(data[0], data[1], data[2]);
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}
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fbo_c.release();*/
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//qDebug() << rp.viewproj_matrix << (getGLMatrix(GL_PROJECTION_MATRIX)*getGLMatrix(GL_MODELVIEW_MATRIX));
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renderObjects(GLObjectBase::Solid, l, nullptr, true, view.isLightEnabled(), view.isFogEnabled());
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//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
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renderObjects(GLObjectBase::Transparent, l, nullptr, true, true, view.isFogEnabled());
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if (passes > 1) {
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glSetLightEnabled(false);
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@@ -108,7 +90,6 @@ void RendererSimple::renderScene() {
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}
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if (view.isFeatureEnabled(QGLView::qglFXAA) || passes > 1) {
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fbo.release();
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//glClearFramebuffer();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
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glSetLightEnabled(false);
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