add alpha blendering option (disabled by default) using w component of color
add low-level support function demo (test)
This commit is contained in:
@@ -20,6 +20,7 @@
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#include "../ImportSTLDemo/ImportSTLSetup.h"
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#include "../../Demos/SerializeDemo/SerializeSetup.h"
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#include "../bullet2/MultiBodyDemo/TestJointTorqueSetup.h"
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#include "../bullet2/CollisionDetection/SupportFuncDemo.h"
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static BulletDemoInterface* TestJointTorqueCreateFunc(CommonGraphicsApp* app)
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{
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@@ -72,6 +73,8 @@ static BulletDemoInterface* MyImportSTLCreateFunc(CommonGraphicsApp* app)
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}
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struct BulletDemoEntry
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{
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int m_menuLevel;
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@@ -83,9 +86,13 @@ struct BulletDemoEntry
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static BulletDemoEntry allDemos[]=
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{
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{0,"LowLevel",0},
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{1,"SupportFunc", &MySupportFuncDemo::CreateFunc},
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//{"emptydemo",EmptyBulletDemo::MyCreateFunc},
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{0,"API Demos", 0},
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{1,"BasicDemo",BasicDemo::MyCreateFunc},
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{ 1, "CcdDemo", MyCcdPhysicsDemoCreateFunc },
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{ 1, "Kinematic", MyKinematicObjectCreateFunc },
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112
Demos3/bullet2/CollisionDetection/SupportFuncDemo.h
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112
Demos3/bullet2/CollisionDetection/SupportFuncDemo.h
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@@ -0,0 +1,112 @@
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#ifndef SUPPORT_FUNC_DEMO_H
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#define SUPPORT_FUNC_DEMO_H
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#include "Bullet3AppSupport/BulletDemoInterface.h"
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#include "OpenGLWindow/CommonGraphicsApp.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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class MySupportFuncDemo : public BulletDemoInterface
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{
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CommonGraphicsApp* m_app;
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btSphereShape* m_sphere;
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float m_x;
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float m_y;
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public:
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MySupportFuncDemo(CommonGraphicsApp* app)
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:m_app(app),
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m_x(0),
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m_y(0)
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{
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m_sphere = new btSphereShape(1);
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{
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int boxId = m_app->registerCubeShape(10,0.1,10);
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btVector3 pos(0,-2,0);
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btQuaternion orn(0,0,0,1);
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btVector4 color(0.3,0.3,0.3,1);
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btVector3 scaling(1,1,1);
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m_app->m_renderer->registerGraphicsInstance(boxId,pos,orn,color,scaling);
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}
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{
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int sphereId = m_app->registerGraphicsSphereShape(1,false,0,0);
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btVector3 pos(0,0,0);
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btQuaternion orn(0,0,0,1);
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btVector4 color(0,1,0,0.6);
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btVector3 scaling(1,1,1);
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m_app->m_renderer->registerGraphicsInstance(sphereId,pos,orn,color,scaling);
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}
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m_app->m_renderer->writeTransforms();
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m_app->m_renderer->enableBlend(true);
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}
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virtual ~MySupportFuncDemo()
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{
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m_app->m_renderer->enableBlend(false);
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delete m_sphere;
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}
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static BulletDemoInterface* CreateFunc(CommonGraphicsApp* app)
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{
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return new MySupportFuncDemo(app);
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}
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virtual void initPhysics()
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{
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}
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virtual void exitPhysics()
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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m_x+=0.01f;
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m_y+=0.02f;
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}
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virtual void renderScene()
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{
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m_app->m_renderer->renderScene();
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}
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virtual void physicsDebugDraw()
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{
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int width=3;
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btVector3 from(0,0,0);
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btVector3 to(10.*btSin(m_x),10.*btCos(m_x),10.*btSin(m_y));
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{
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btVector3 color(1,0,0);
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m_app->m_renderer->drawLine(from,to,color,width);
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}
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btVector3 dir(to-from);
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btVector3 sup = m_sphere->btConvexInternalShape::localGetSupportingVertex(dir);
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btVector3 orth0,orth1;
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btPlaneSpace1(dir,orth0,orth1);
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btVector3 color(0,0,1);
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orth0.normalize();
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orth1.normalize();
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m_app->m_renderer->drawLine(sup,sup+orth0*0.4,color,3);
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m_app->m_renderer->drawLine(sup,sup+orth1*0.4,color,3);
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}
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virtual bool mouseMoveCallback(float x,float y)
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{
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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}
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virtual bool keyboardCallback(int key, int state)
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{
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}
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};
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#endif //SUPPORT_FUNC_DEMO
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@@ -44,7 +44,7 @@ struct CommonGraphicsApp
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virtual void drawText( const char* txt, int posX, int posY) = 0;
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virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ)=0;
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virtual int registerGraphicsSphereShape(float radius, bool usePointSprites, int largeSphereThreshold, int mediumSphereThreshold)=0;
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virtual int registerGraphicsSphereShape(float radius, bool usePointSprites=true, int largeSphereThreshold=100, int mediumSphereThreshold=10)=0;
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};
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@@ -45,6 +45,7 @@ struct CommonRenderInterface
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virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)=0;
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virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)=0;
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virtual void writeTransforms()=0;
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virtual void enableBlend(bool blend)=0;
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};
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#endif//COMMON_RENDER_INTERFACE_H
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@@ -380,7 +380,8 @@ GLInstancingRenderer::GLInstancingRenderer(int maxNumObjectCapacity, int maxShap
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m_textureinitialized(false),
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m_screenWidth(0),
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m_screenHeight(0),
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m_upAxis(1)
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m_upAxis(1),
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m_enableBlend(false)
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{
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m_data = new InternalDataRenderer;
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@@ -1593,14 +1594,14 @@ void GLInstancingRenderer::renderSceneInternal(int renderMode)
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// m_data->m_shadowMap->disable();
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// return;
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK); // Cull back-facing triangles -> draw only front-facing triangles
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK); // Cull back-facing triangles -> draw only front-facing triangles
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b3Assert(glGetError() ==GL_NO_ERROR);
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} else
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{
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glDisable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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//glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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@@ -1794,6 +1795,12 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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case B3_USE_SHADOWMAP_RENDERMODE:
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{
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if (m_enableBlend)
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{
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glUseProgram(useShadowMapInstancingShader);
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glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &projectionMatrix[0]);
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glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &modelviewMatrix[0]);
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@@ -1808,7 +1815,12 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, m_data->m_shadowTexture);
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glUniform1i(useShadow_shadowMap,1);
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glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexOffset, gfxObj->m_numGraphicsInstances);
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break;
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if (m_enableBlend)
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{
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glDisable (GL_BLEND);
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}
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break;
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}
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default:
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{
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@@ -43,7 +43,8 @@ class GLInstancingRenderer : public CommonRenderInterface
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int m_screenHeight;
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int m_upAxis;
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bool m_enableBlend;
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void renderSceneInternal(int renderMode=B3_DEFAULT_RENDERMODE);
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@@ -156,6 +157,10 @@ public:
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return m_maxNumObjectCapacity;
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}
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void enableShadowMap();
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virtual void enableBlend(bool blend)
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{
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m_enableBlend = blend;
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}
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};
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@@ -52,5 +52,5 @@ void main(void)
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if (visibility<0.6)
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visibility=0.6f;
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color = vec4(ct * visibility, 1.f);//at * af);
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color = vec4(ct * visibility, fragment.color.w);
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}
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@@ -44,6 +44,6 @@ static const char* useShadowMapInstancingFragmentShader= \
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" if (visibility<0.6)\n"
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" visibility=0.6f;\n"
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" \n"
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" color = vec4(ct * visibility, 1.f);//at * af); \n"
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" color = vec4(ct * visibility, fragment.color.w);\n"
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"}\n"
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;
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