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@@ -18,9 +18,11 @@
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#include "GpuRigidBodyDemoInternalData.h"
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#include "../gwenUserInterface.h"
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#include "Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h"
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#include "OpenGLWindow/GLPrimitiveRenderer.h"
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void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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{
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m_primRenderer = ci.m_primRenderer;
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int index=0;
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createStaticEnvironment(ci);
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@@ -30,11 +32,15 @@ void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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m_data->m_rigidBodyPipeline->writeAllInstancesToGpu();
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float camPos[4]={ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
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float camPos[4]={0,0,0,0};//ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(100);
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m_instancingRenderer->setCameraDistance(30);
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m_instancingRenderer->setCameraYaw(0);
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m_instancingRenderer->setCameraPitch(0);
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m_instancingRenderer->updateCamera();
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char msg[1024];
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int numInstances = index;
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@@ -174,3 +180,203 @@ void GpuConvexPlaneScene::createStaticEnvironment(const ConstructionInfo& ci)
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
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}
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struct GpuRaytraceInternalData
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{
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GLuint* m_texId;
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unsigned char* m_texels;
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int textureWidth;
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int textureHeight;
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};
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#include <string.h>
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GpuRaytraceScene::GpuRaytraceScene()
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{
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m_raytraceData = new GpuRaytraceInternalData;
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m_raytraceData->m_texId = new GLuint;
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m_raytraceData->textureWidth = 1024;
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m_raytraceData->textureHeight = 768;
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//create new texture
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glGenTextures(1, m_raytraceData->m_texId);
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GLenum err = glGetError();
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assert(err==GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
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m_raytraceData->m_texels = (unsigned char*)malloc(m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
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memset(m_raytraceData->m_texels,0,m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
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for (int i=0;i<m_raytraceData->textureWidth;i++)
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{
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for (int y=0;y<m_raytraceData->textureHeight;y++)
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{
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int color = 0;
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if (y<m_raytraceData->textureHeight-1 && (y>0) && (i>0 && i<m_raytraceData->textureWidth-1))
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color = 255;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+0] = color;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+1] = color;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+2] = color;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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GpuRaytraceScene::~GpuRaytraceScene()
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{
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glDeleteTextures(1,m_raytraceData->m_texId);
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delete[] m_raytraceData->m_texels;
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delete m_raytraceData;
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}
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bool sphere_intersect(const b3Vector3& spherePos, b3Scalar radius, const b3Vector3& rayFrom, const b3Vector3& rayTo)
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{
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// rs = ray.org - sphere.center
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const b3Vector3& rs = rayFrom - spherePos;
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b3Vector3 rayDir = rayTo-rayFrom;//rayFrom-rayTo;
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rayDir.normalize();
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float B = b3Dot(rs, rayDir);
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float C = b3Dot(rs, rs) - (radius * radius);
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float D = B * B - C;
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if (D > 0.0)
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{
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float t = -B - sqrt(D);
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if ( (t > 0.0))// && (t < isect.t) )
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{
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return true;//isect.t = t;
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}
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}
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return false;
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}
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void GpuRaytraceScene::renderScene()
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{
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B3_PROFILE("raytrace");
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//raytrace into the texels
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m_instancingRenderer->updateCamera();
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//generate primary rays
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float top = 1.f;
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float bottom = -1.f;
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float nearPlane = 1.f;
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float tanFov = (top-bottom)*0.5f / nearPlane;
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float fov = 2.0 * atanf (tanFov);
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b3Vector3 rayFrom, camTarget;
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m_instancingRenderer->getCameraPosition(rayFrom);
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m_instancingRenderer->getCameraTargetPosition(camTarget);
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b3Vector3 rayForward = camTarget-rayFrom;
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rayForward.normalize();
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float farPlane = 500.f;
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rayForward*= farPlane;
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b3Vector3 rightOffset;
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b3Vector3 vertical(0.f,1.f,0.f);
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b3Vector3 hor;
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hor = rayForward.cross(vertical);
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hor.normalize();
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vertical = hor.cross(rayForward);
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vertical.normalize();
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float tanfov = tanf(0.5f*fov);
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hor *= 2.f * farPlane * tanfov;
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vertical *= 2.f * farPlane * tanfov;
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b3Vector3 rayToCenter = rayFrom + rayForward;
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//should be screenwidth/height
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b3Vector3 dHor = hor * 1.f/float(m_raytraceData->textureWidth);
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b3Vector3 dVert = vertical * 1.f/float(m_raytraceData->textureHeight);
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b3Transform rayFromTrans;
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rayFromTrans.setIdentity();
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rayFromTrans.setOrigin(rayFrom);
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b3Transform rayFromLocal;
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b3Transform rayToLocal;
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//cast primary rays
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m_data->m_np->readbackAllBodiesToCpu();
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for (int x=0;x<m_raytraceData->textureWidth;x++)
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{
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for (int y=0;y<m_raytraceData->textureHeight;y++)
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{
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b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
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rayTo += x * dHor;
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rayTo -= y * dVert;
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//if there is a hit, color the pixels
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int numBodies = m_data->m_rigidBodyPipeline->getNumBodies();
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bool hits = false;
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for (int i=0;i<numBodies && !hits;i++)
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{
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b3Vector3 pos;
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b3Quaternion orn;
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m_data->m_np->getObjectTransformFromCpu(pos,orn,i);
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b3Scalar radius = 1;
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hits = sphere_intersect(pos, radius, rayFrom, rayTo);
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}
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if (hits)
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{
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 255;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0;
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} else
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{
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0;
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}
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}
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}
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GLint err;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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b3Assert(m_primRenderer);
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float color[4] = {1,1,1,1};
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float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
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float u[2] = {0,1};
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float v[2] = {0,1};
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int useRGBA = 1;
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m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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