git-svn-id: svn://db.shs.com.ru/libs@540 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -72,7 +72,7 @@ void RendererSimple::renderScene() {
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glDepthFunc(GL_EQUAL);
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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.cam_offset_matrix = view.camera()->offsetMatrix();
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rp.prepare();
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setupLights(l, 8);
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@@ -90,16 +90,16 @@ void RendererSimple::renderScene() {
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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, 0, true, view.isLightEnabled(), view.isFogEnabled());
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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, 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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glSetCapEnabled(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glReleaseTextures();
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view.glReleaseTextures();
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(1));
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glDisableDepth();
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fbo.setWriteBuffer(0);
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@@ -109,7 +109,7 @@ void RendererSimple::renderScene() {
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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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glActiveTextureChannel(0);
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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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glSetCapEnabled(GL_BLEND, false);
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@@ -118,7 +118,7 @@ void RendererSimple::renderScene() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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shader_fxaa->bind();
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shader_fxaa->setUniformValue("dt", QVector2D(1. / view.width(), 1. / view.height()));
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shader_fxaa->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height()));
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glDrawQuad();
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shader_fxaa->release();
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} else {
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