configure.ac simgear/environment/visual_enviro.cxx simgear/ephemeris/ephemeris.cxx simgear/ephemeris/ephemeris.hxx simgear/ephemeris/stardata.cxx simgear/ephemeris/stardata.hxx simgear/math/SGMatrix.hxx simgear/math/SGQuat.hxx simgear/math/SGVec3.hxx simgear/math/SGVec4.hxx simgear/scene/Makefile.am simgear/scene/material/mat.cxx simgear/scene/material/mat.hxx simgear/scene/material/matlib.cxx simgear/scene/material/matlib.hxx simgear/scene/material/matmodel.cxx simgear/scene/material/matmodel.hxx simgear/scene/model/Makefile.am simgear/scene/model/animation.cxx simgear/scene/model/animation.hxx simgear/scene/model/custtrans.hxx simgear/scene/model/model.cxx simgear/scene/model/model.hxx simgear/scene/model/modellib.cxx simgear/scene/model/modellib.hxx simgear/scene/model/personality.cxx simgear/scene/model/personality.hxx simgear/scene/model/placement.cxx simgear/scene/model/placement.hxx simgear/scene/model/placementtrans.cxx simgear/scene/model/placementtrans.hxx simgear/scene/model/shadanim.cxx simgear/scene/model/shadowvolume.hxx simgear/scene/sky/cloud.cxx simgear/scene/sky/cloud.hxx simgear/scene/sky/cloudfield.cxx simgear/scene/sky/dome.cxx simgear/scene/sky/dome.hxx simgear/scene/sky/moon.cxx simgear/scene/sky/moon.hxx simgear/scene/sky/newcloud.cxx simgear/scene/sky/oursun.cxx simgear/scene/sky/oursun.hxx simgear/scene/sky/sky.cxx simgear/scene/sky/sky.hxx simgear/scene/sky/sphere.cxx simgear/scene/sky/sphere.hxx simgear/scene/sky/stars.cxx simgear/scene/sky/stars.hxx simgear/scene/tgdb/apt_signs.cxx simgear/scene/tgdb/apt_signs.hxx simgear/scene/tgdb/leaf.cxx simgear/scene/tgdb/leaf.hxx simgear/scene/tgdb/obj.cxx simgear/scene/tgdb/obj.hxx simgear/scene/tgdb/pt_lights.cxx simgear/scene/tgdb/pt_lights.hxx simgear/scene/tgdb/userdata.cxx simgear/scene/tgdb/userdata.hxx simgear/scene/tgdb/vasi.hxx simgear/screen/jpgfactory.cxx simgear/screen/tr.cxx simgear/structure/Makefile.am simgear/threads/SGThread.hxx Added Files: simgear/scene/util/Makefile.am simgear/scene/util/SGDebugDrawCallback.hxx simgear/scene/util/SGNodeMasks.hxx simgear/scene/util/SGStateAttributeVisitor.hxx simgear/scene/util/SGTextureStateAttributeVisitor.hxx simgear/scene/util/SGUpdateVisitor.hxx Removed Files: simgear/screen/ssgEntityArray.cxx simgear/screen/ssgEntityArray.hxx simgear/structure/ssgSharedPtr.hxx Big BLOB on the way to OSG.
624 lines
24 KiB
C++
624 lines
24 KiB
C++
// non fixed Opengl pipeline rendering
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//
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// Written by Harald JOHNSEN, started Jully 2005.
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//
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// Copyright (C) 2005 Harald JOHNSEN
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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//
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <plib/ul.h>
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#include <simgear/props/condition.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/debug/logstream.hxx>
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#include "animation.hxx"
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#include "model.hxx"
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/*
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<animation>
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<type>shader</type>
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<shader>fresnel</shader>
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<object-name>...</object-name>
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</animation>
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<animation>
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<type>shader</type>
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<shader>heat-haze</shader>
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<object-name>...</object-name>
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<speed>...</speed>
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<speed-prop>...</speed-prop>
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<factor>...</factor>
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<factor-prop>...</factor-prop>
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</animation>
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<animation>
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<type>shader</type>
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<shader>chrome</shader>
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<texture>...</texture>
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<object-name>...</object-name>
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</animation>
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<animation>
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<type>shader</type>
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<shader></shader>
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<object-name>...</object-name>
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<depth-test>false</depth-test>
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</animation>
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*/
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// static Shader *shFresnel=NULL;
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// static GLuint texFresnel = 0;
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// static GLuint texBackground = 0;
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// static int texBackgroundWidth = 1024, texBackgroundHeight = 1024;
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// static GLenum texBackgroundTarget = GL_TEXTURE_2D;
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// static bool isRectangleTextureSupported = false;
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// static bool istexBackgroundRectangle = false;
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// static bool initDone = false;
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static bool haveBackground = false;
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// static glActiveTextureProc glActiveTexturePtr = 0;
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// static sgMat4 shadIdentMatrix;
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// static int null_shader_callback( ssgEntity *e ) {
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// GLuint dlist = 0;
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// ssgLeaf *leaf = (ssgLeaf *) e;
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// #ifdef _SSG_USE_DLIST
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// dlist = leaf->getDListIndex();
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// if( ! dlist ) {
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// leaf->makeDList();
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// dlist = leaf->getDListIndex();
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// }
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// #endif
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// if( ! dlist )
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// return true;
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// ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
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// if ( sst )
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// sst->apply();
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// SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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// if( ! my_shader->_depth_test )
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// glDisable( GL_DEPTH_TEST );
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// glCallList ( dlist ) ;
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// // restore states
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// if( ! my_shader->_depth_test )
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// glEnable( GL_DEPTH_TEST );
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// // don't draw !
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// return false;
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// }
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// static int heat_haze_shader_callback( ssgEntity *e ) {
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// if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
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// return true;
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// GLuint dlist = 0;
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// ssgLeaf *leaf = (ssgLeaf *) e;
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// #ifdef _SSG_USE_DLIST
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// dlist = leaf->getDListIndex();
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// if( ! dlist ) {
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// leaf->makeDList();
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// dlist = leaf->getDListIndex();
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// }
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// #endif
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// if( ! dlist )
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// return true;
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// GLint viewport[4];
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// glGetIntegerv( GL_VIEWPORT, viewport );
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// const int screen_width = viewport[2];
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// const int screen_height = viewport[3];
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// if( ! haveBackground ) {
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// // store the backbuffer in a texture
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// if( ! texBackground ) {
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// // allocate our texture here so we don't waste memory if no model use that effect
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// // check if we need a rectangle texture and if the card support it
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// if( (screen_width > 1024 || screen_height > 1024) && isRectangleTextureSupported ) {
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// // Note that the 3 (same) extensions use the same enumerants
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// texBackgroundTarget = GL_TEXTURE_RECTANGLE_NV;
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// istexBackgroundRectangle = true;
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// texBackgroundWidth = screen_width;
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// texBackgroundHeight = screen_height;
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// }
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// glGenTextures(1, &texBackground);
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// glEnable(texBackgroundTarget);
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// glBindTexture(texBackgroundTarget, texBackground);
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// // trying to match the backbuffer pixel format
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// GLint internalFormat = GL_RGB8;
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// GLint colorBits = 0, alphaBits = 0;
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// glGetIntegerv( GL_BLUE_BITS, &colorBits );
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// glGetIntegerv( GL_ALPHA_BITS, &alphaBits );
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// if(colorBits == 5) {
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// if( alphaBits == 0 )
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// internalFormat = GL_RGB5;
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// else
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// internalFormat = GL_RGB5_A1;
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// } else {
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// if( alphaBits != 0 )
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// internalFormat = GL_RGBA8;
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// }
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// glTexImage2D(texBackgroundTarget, 0, internalFormat,
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// texBackgroundWidth, texBackgroundHeight, 0, GL_RGB, GL_FLOAT, NULL);
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// glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// glTexParameteri(texBackgroundTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(texBackgroundTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// }
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// glEnable(texBackgroundTarget);
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// glBindTexture(texBackgroundTarget, texBackground);
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// // center of texture = center of screen
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// // obviously we don't have the whole screen if screen_width > texBackgroundWidth
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// // if rectangle textures are not supported, this give some artifacts on the borders
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// if( istexBackgroundRectangle ) {
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// glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0,
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// 0, 0, texBackgroundWidth, texBackgroundHeight );
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// } else {
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// glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0,
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// (screen_width - texBackgroundWidth) / 2,
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// (screen_height - texBackgroundHeight) / 2,
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// texBackgroundWidth, texBackgroundHeight );
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// }
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// haveBackground = true;
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// glBindTexture(texBackgroundTarget, 0);
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// glDisable(texBackgroundTarget);
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// }
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// ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
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// if ( sst )
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// sst->apply();
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// SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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// if( ! my_shader->_depth_test )
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// glDisable( GL_DEPTH_TEST );
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// glDepthMask( GL_FALSE );
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// glDisable( GL_LIGHTING );
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// if(1) {
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// // noise texture, tex coord from the model translated by a time factor
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// glActiveTexturePtr( GL_TEXTURE0_ARB );
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// glEnable(GL_TEXTURE_2D);
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// const float noiseDist = fmod(- totalTime * my_shader->_factor * my_shader->_speed, 4.0);
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// glMatrixMode(GL_TEXTURE);
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// glLoadIdentity();
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// glTranslatef( noiseDist, 0.0f, 0.0f );
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// glMatrixMode(GL_MODELVIEW);
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// // background texture
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// glActiveTexturePtr( GL_TEXTURE1_ARB );
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// glEnable(texBackgroundTarget);
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// glBindTexture(texBackgroundTarget, texBackground);
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// // automatic generation of texture coordinates
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// // map to screen space
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// sgMat4 CameraProjM, CameraViewM;
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// glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
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// glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
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// // const float dummy_scale = 1.0f; //0.95f;
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// const float deltaPos = 0.05f;
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// glMatrixMode(GL_TEXTURE);
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// glLoadIdentity();
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// if( istexBackgroundRectangle ) {
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// // coords go from 0.0 to n, not from 0.0 to 1.0
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// glTranslatef( texBackgroundWidth * 0.5f, texBackgroundHeight * 0.5f, 0.0f );
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// glScalef( texBackgroundWidth * 0.5f,
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// texBackgroundHeight * 0.5f, 1.0f );
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// } else {
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// glTranslatef( 0.5f, 0.5f, 0.0f );
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// glScalef( float( screen_width ) / float( texBackgroundWidth ) * 0.5f,
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// float( screen_height ) / float( texBackgroundHeight ) * 0.5f, 1.0f );
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// }
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// glMultMatrixf( (GLfloat *) CameraProjM );
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// glMultMatrixf( (GLfloat *) CameraViewM );
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// glTranslatef( deltaPos, deltaPos, deltaPos );
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// glMatrixMode(GL_MODELVIEW);
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// glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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// glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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// glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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// glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
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// glTexGenfv( GL_S, GL_EYE_PLANE, shadIdentMatrix[0] );
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// glTexGenfv( GL_T, GL_EYE_PLANE, shadIdentMatrix[1] );
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// glTexGenfv( GL_R, GL_EYE_PLANE, shadIdentMatrix[2] );
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// glTexGenfv( GL_Q, GL_EYE_PLANE, shadIdentMatrix[3] );
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// glEnable( GL_TEXTURE_GEN_S );
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// glEnable( GL_TEXTURE_GEN_T );
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// glEnable( GL_TEXTURE_GEN_R );
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// glEnable( GL_TEXTURE_GEN_Q );
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// sgVec4 enviro = {1.00f, 1.00f, 1.00f, 0.85f};
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);
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// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE0_ARB);
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
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// glCallList ( dlist ) ;
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// glMatrixMode(GL_TEXTURE);
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// glTranslatef( - deltaPos*2.0f, -deltaPos*2.5f, -deltaPos*2.0f );
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// glMatrixMode(GL_MODELVIEW);
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// glCallList ( dlist ) ;
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// // alter colors only on last rendering
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// // sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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// glMatrixMode(GL_TEXTURE);
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// glTranslatef( deltaPos*0.7f, deltaPos*1.7f, deltaPos*0.7f );
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// glMatrixMode(GL_MODELVIEW);
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// glCallList ( dlist ) ;
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// glActiveTexturePtr( GL_TEXTURE1_ARB );
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// glDisable( GL_TEXTURE_GEN_S );
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// glDisable( GL_TEXTURE_GEN_T );
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// glDisable( GL_TEXTURE_GEN_R );
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// glDisable( GL_TEXTURE_GEN_Q );
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// glMatrixMode(GL_TEXTURE);
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// glLoadIdentity();
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// glMatrixMode(GL_MODELVIEW);
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// glDisable(texBackgroundTarget);
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// glActiveTexturePtr( GL_TEXTURE0_ARB );
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// glMatrixMode(GL_TEXTURE);
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// glLoadIdentity();
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// glMatrixMode(GL_MODELVIEW);
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// glEnable(GL_TEXTURE_2D);
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// glBindTexture(GL_TEXTURE_2D, 0);
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// }
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// // restore states
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// if( ! my_shader->_depth_test )
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// glEnable( GL_DEPTH_TEST );
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// glEnable( GL_LIGHTING );
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// glDepthMask( GL_TRUE );
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// if( sst )
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// sst->force();
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// // don't draw !
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// return false;
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// }
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// static int fresnel_shader_callback( ssgEntity *e ) {
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// if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
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// return true;
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// GLuint dlist = 0;
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// ssgLeaf *leaf = (ssgLeaf *) e;
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// #ifdef _SSG_USE_DLIST
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// dlist = leaf->getDListIndex();
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// if( ! dlist ) {
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// leaf->makeDList();
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// dlist = leaf->getDListIndex();
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// }
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// #endif
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// if( ! dlist )
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// return true;
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// ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
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// if ( sst )
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// sst->apply();
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// sgVec4 sunColor, ambientColor;
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// ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
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// ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
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// // SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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// glEnable(GL_BLEND);
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// glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
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// glEnable(GL_ALPHA_TEST);
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// glAlphaFunc(GL_GREATER, 0.0f);
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// if( true ) {
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// // sgVec4 R = {0.5,0.0,0.0,0.0};
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// sgVec4 enviro = {1.0,0.0,0.0,1.0};
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// // sgCopyVec4( enviro, sunColor );
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// glActiveTexturePtr( GL_TEXTURE0_ARB );
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// glEnable(GL_TEXTURE_2D);
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// glActiveTexturePtr( GL_TEXTURE1_ARB );
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// glDisable(GL_TEXTURE_2D);
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// glEnable(GL_TEXTURE_1D);
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// glBindTexture(GL_TEXTURE_1D, texFresnel);
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// // c = a0 * a2 + a1 * (1-a2)
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// // glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// // glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE );
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// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR );
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// glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);
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// shFresnel->enable();
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// shFresnel->bind();
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// glCallList ( dlist ) ;
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// shFresnel->disable();
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// glActiveTexturePtr( GL_TEXTURE1_ARB );
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// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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// glDisable(GL_TEXTURE_1D);
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// glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
// glDisable(GL_TEXTURE_1D);
|
|
// glEnable(GL_TEXTURE_2D);
|
|
// }
|
|
// // restore states
|
|
// // glBindTexture(GL_TEXTURE_2D, 0);
|
|
// // glDepthFunc(GL_LESS);
|
|
// // glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
|
|
// if( sst )
|
|
// sst->force();
|
|
|
|
// // don't draw !
|
|
// return false;
|
|
// }
|
|
|
|
|
|
|
|
// static int chrome_shader_callback( ssgEntity *e ) {
|
|
// if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
|
|
// return true;
|
|
|
|
// GLuint dlist = 0;
|
|
// ssgLeaf *leaf = (ssgLeaf *) e;
|
|
// #ifdef _SSG_USE_DLIST
|
|
// dlist = leaf->getDListIndex();
|
|
// if( ! dlist ) {
|
|
// leaf->makeDList();
|
|
// dlist = leaf->getDListIndex();
|
|
// }
|
|
// #endif
|
|
// if( ! dlist )
|
|
// return true;
|
|
// ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
|
|
// if ( sst )
|
|
// sst->apply();
|
|
|
|
// SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
|
|
// if( ! my_shader->_depth_test )
|
|
// glDisable( GL_DEPTH_TEST );
|
|
|
|
// GLint maskTexComponent = 3;
|
|
// glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPONENTS, &maskTexComponent);
|
|
|
|
// // The fake env chrome texture
|
|
// glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
// glEnable(GL_TEXTURE_2D);
|
|
// {
|
|
// // No lighting is computed in spherical mapping mode because the environment
|
|
// // is supposed to be allready lighted. We must reshade our environment texture.
|
|
// sgVec4 sunColor, ambientColor, envColor;
|
|
// ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
|
|
// ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
|
|
// sgAddScaledVec3( envColor, ambientColor, sunColor, 0.4f);
|
|
// glBindTexture(GL_TEXTURE_2D, my_shader->_effectTexture->getHandle());
|
|
|
|
// sgVec3 delta_light;
|
|
// sgSubVec3(delta_light, envColor, my_shader->_envColor);
|
|
// if( (fabs(delta_light[0]) + fabs(delta_light[1]) + fabs(delta_light[2])) > 0.05f ) {
|
|
// sgCopyVec3( my_shader->_envColor, envColor );
|
|
// // reload the texture data and let the driver reshade it for us
|
|
// glPixelTransferf( GL_RED_SCALE, envColor[0] );
|
|
// glPixelTransferf( GL_GREEN_SCALE, envColor[1] );
|
|
// glPixelTransferf( GL_BLUE_SCALE, envColor[2] );
|
|
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, my_shader->_texWidth, my_shader->_texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, my_shader->_textureData);
|
|
// glPixelTransferf( GL_RED_SCALE, 1.0f );
|
|
// glPixelTransferf( GL_GREEN_SCALE, 1.0f );
|
|
// glPixelTransferf( GL_BLUE_SCALE, 1.0f );
|
|
// }
|
|
// }
|
|
// if( maskTexComponent == 4 ) {
|
|
// // c = lerp(model tex, chrome tex, model tex alpha)
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA );
|
|
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
// } else {
|
|
// // c = chrome tex
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
|
// glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
// }
|
|
// // automatic generation of texture coordinates
|
|
// // from normals
|
|
|
|
// glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
|
|
// glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
|
|
// glEnable( GL_TEXTURE_GEN_S );
|
|
// glEnable( GL_TEXTURE_GEN_T );
|
|
|
|
// glCallList ( dlist ) ;
|
|
|
|
// glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
// glDisable( GL_TEXTURE_GEN_S );
|
|
// glDisable( GL_TEXTURE_GEN_T );
|
|
|
|
// glMatrixMode(GL_TEXTURE);
|
|
// glLoadIdentity();
|
|
// glMatrixMode(GL_MODELVIEW);
|
|
|
|
// glDisable(GL_TEXTURE_2D);
|
|
// glBindTexture(GL_TEXTURE_2D, 0);
|
|
// glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
// // restore states
|
|
// if( ! my_shader->_depth_test )
|
|
// glEnable( GL_DEPTH_TEST );
|
|
|
|
// if( sst )
|
|
// sst->force();
|
|
|
|
// // don't draw !
|
|
// return false;
|
|
// }
|
|
|
|
// static void init_shaders(void) {
|
|
// Shader::Init();
|
|
// if( false && Shader::is_VP_supported() ) {
|
|
// shFresnel = new Shader("/FlightGear/data/Textures/fresnel_vp.txt", "fresnel_vp");
|
|
// }
|
|
// glActiveTexturePtr = (glActiveTextureProc) SGLookupFunction("glActiveTextureARB");
|
|
// const int fresnelSize = 512;
|
|
// unsigned char imageFresnel[ fresnelSize * 3 ];
|
|
// for(int i = 0; i < fresnelSize; i++) {
|
|
// const float R0 = 0.2f;
|
|
// float NdotV = float( i ) / float( fresnelSize );
|
|
// float f = R0 + (1.0f-R0)*pow(1.0f - NdotV, 5);
|
|
// unsigned char ff = (unsigned char) (f * 255.0);
|
|
// imageFresnel[i*3+0] = imageFresnel[i*3+1] = imageFresnel[i*3+2] = ff;
|
|
// }
|
|
// glGenTextures( 1, &texFresnel );
|
|
// glBindTexture(GL_TEXTURE_1D, texFresnel );
|
|
// glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
// glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
// glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
// glTexParameteri(GL_TEXTURE_1D, GL_GENERATE_MIPMAP_SGIS, true);
|
|
// glTexImage1D(GL_TEXTURE_1D, 0, 3, fresnelSize, 0, GL_RGB, GL_UNSIGNED_BYTE, imageFresnel);
|
|
// glBindTexture(GL_TEXTURE_1D, 0 );
|
|
|
|
// sgMakeIdentMat4( shadIdentMatrix );
|
|
|
|
// initDone = true;
|
|
// }
|
|
|
|
// ////////////////////////////////////////////////////////////////////////
|
|
// // Implementation of SGShaderAnimation
|
|
// ////////////////////////////////////////////////////////////////////////
|
|
|
|
SGShaderAnimation::SGShaderAnimation ( SGPropertyNode *prop_root,
|
|
SGPropertyNode_ptr props )
|
|
: SGAnimation(props, new osg::Group),
|
|
_condition(0),
|
|
_condition_value(true),
|
|
_shader_type(0),
|
|
_param_1(props->getFloatValue("param", 1.0f)),
|
|
_depth_test(props->getBoolValue("depth-test", true)),
|
|
_factor(props->getFloatValue("factor", 1.0f)),
|
|
_factor_prop(0),
|
|
_speed(props->getFloatValue("speed", 1.0f)),
|
|
_speed_prop(0),
|
|
_textureData(0),
|
|
_texWidth(0),
|
|
_texHeight(0)
|
|
|
|
{
|
|
SGPropertyNode_ptr node = props->getChild("condition");
|
|
if (node != 0) {
|
|
_condition = sgReadCondition(prop_root, node);
|
|
_condition_value = false;
|
|
}
|
|
node = props->getChild("factor-prop");
|
|
if( node )
|
|
_factor_prop = prop_root->getNode(node->getStringValue(), true);
|
|
node = props->getChild("speed-prop");
|
|
if( node )
|
|
_speed_prop = prop_root->getNode(node->getStringValue(), true);
|
|
|
|
_envColor = osg::Vec4(0, 0, 0, 1);
|
|
node = props->getChild("texture");
|
|
if( node ) {
|
|
_effectTexture = SGLoadTexture2D(node->getStringValue());
|
|
// glBindTexture(GL_TEXTURE_2D, _effectTexture->getHandle() );
|
|
// glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &_texWidth);
|
|
// glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &_texHeight);
|
|
|
|
// _textureData = new unsigned char[_texWidth * _texHeight * 3];
|
|
// glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, _textureData);
|
|
// glBindTexture(GL_TEXTURE_2D, 0 );
|
|
}
|
|
string shader_name = props->getStringValue("shader");
|
|
if( shader_name == "fresnel" || shader_name == "reflection" )
|
|
_shader_type = 1;
|
|
else if( shader_name == "heat-haze" )
|
|
_shader_type = 2;
|
|
else if( shader_name == "chrome" && _effectTexture.valid())
|
|
_shader_type = 3;
|
|
}
|
|
|
|
void SGShaderAnimation::init()
|
|
{
|
|
// if( ! initDone )
|
|
// init_shaders();
|
|
// if( _shader_type == 1 && Shader::is_VP_supported() && shFresnel)
|
|
// setCallBack( getBranch(), (ssgBase *) this, fresnel_shader_callback );
|
|
// else if( _shader_type == 2 ) {
|
|
// // this is the same extension with different names
|
|
// isRectangleTextureSupported = SGIsOpenGLExtensionSupported("GL_EXT_texture_rectangle") ||
|
|
// SGIsOpenGLExtensionSupported("GL_ARB_texture_rectangle") ||
|
|
// SGIsOpenGLExtensionSupported("GL_NV_texture_rectangle");
|
|
// setCallBack( getBranch(), (ssgBase *) this, heat_haze_shader_callback );
|
|
// }
|
|
// else if( _shader_type == 3 )
|
|
// setCallBack( getBranch(), (ssgBase *) this, chrome_shader_callback );
|
|
// else
|
|
// setCallBack( getBranch(), (ssgBase *) this, null_shader_callback );
|
|
}
|
|
|
|
SGShaderAnimation::~SGShaderAnimation()
|
|
{
|
|
delete _condition;
|
|
delete _textureData;
|
|
}
|
|
|
|
void
|
|
SGShaderAnimation::operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
if (_condition)
|
|
_condition_value = _condition->test();
|
|
if( _factor_prop)
|
|
_factor = _factor_prop->getFloatValue();
|
|
if( _speed_prop)
|
|
_speed = _speed_prop->getFloatValue();
|
|
|
|
// OSGFIXME fiddle with totalTime
|
|
totalTime = nv->getFrameStamp()->getReferenceTime();
|
|
|
|
// note, callback is responsible for scenegraph traversal so
|
|
// should always include call traverse(node,nv) to ensure
|
|
// that the rest of cullbacks and the scene graph are traversed.
|
|
traverse(node, nv);
|
|
}
|