allow to remove constraints by unique id added tiny wavefront loader, plan to use this instead of existing slow wavefront loader
446 lines
12 KiB
C++
446 lines
12 KiB
C++
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#include "RaytracedShadowDemo.h"
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#include "OpenGLWindow/ShapeData.h"
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#include "OpenGLWindow/GLInstancingRenderer.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "OpenGLWindow/b3gWindowInterface.h"
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#include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h"
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#include "../GpuDemoInternalData.h"
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#include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
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#include "OpenGLWindow/OpenGLInclude.h"
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#include "OpenGLWindow/GLInstanceRendererInternalData.h"
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#include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
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#include "Bullet3OpenCL/RigidBody/b3Config.h"
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#include "../rigidbody/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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#include "Bullet3OpenCL/Raycast/b3GpuRaycast.h"
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#include "Bullet3OpenCL/NarrowphaseCollision/b3ConvexUtility.h"
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#include "OpenGLWindow/GLRenderToTexture.h"
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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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struct GLRenderToTexture* m_renderToTexture;
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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_renderToTexture = 0;//new GLRenderToTexture();
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m_raytraceData->m_texId = new GLuint;
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m_raytraceData->textureWidth = 512;//1024;//1024;
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m_raytraceData->textureHeight = 512;//1024;
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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->m_renderToTexture;
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delete m_raytraceData->m_texId;
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delete m_raytraceData;
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}
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int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2)
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{
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//m_raytraceData->m_renderToTexture->init(ci2.m_instancingRenderer->getScreenWidth(),ci2.m_instancingRenderer->getScreenHeight());
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ConstructionInfo ci = ci2;
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ci.arraySizeX = 2;
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ci.arraySizeY = 50;
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ci.arraySizeZ = 2;
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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return createDynamicsObjects2(ci,cube_vertices,numVertices,cube_indices,numIndices);
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float radius=1.f;
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int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
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int shapeId = registerGraphicsSphereShape(ci,radius,false);
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int group=1;
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int mask=1;
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int index=0;
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{
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b3Vector4 colors[4] =
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{
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b3Vector4(1,0,0,1),
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b3Vector4(0,1,0,1),
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b3Vector4(0,1,1,1),
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b3Vector4(1,1,0,1),
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};
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int curColor = 0;
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float scaling[4] = {1,1,1,1};
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int prevBody = -1;
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int insta = 0;
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//int colIndex = m_data->m_np->registerSphereShape(1);
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for (int i=0;i<1;i++)
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//for (int i=0;i<ci.arraySizeX;i++)
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{
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//for (int j=0;j<ci.arraySizeY;j++)
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for (int j=0;j<10;j++)
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{
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// for (int k=0;k<ci.arraySizeZ;k++)
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for (int k=0;k<1;k++)
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{
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float mass = 1.f;
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if (j==0)//ci.arraySizeY-1)
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{
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//mass=0.f;
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}
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b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
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//b3Vector3 position(i*2.2,10+j*1.9,k*2.2);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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b3Vector4 scaling(1,1,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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if (prevBody>=0)
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{
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//b3Point2PointConstraint* p2p = new b3Point2PointConstraint(pid,prevBody,b3Vector3(0,-1.1,0),b3Vector3(0,1.1,0));
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// m_data->m_rigidBodyPipeline->addConstraint(p2p);//,false);
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}
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prevBody = pid;
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index++;
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}
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}
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}
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}
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return index;
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}
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//create primary rays
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void GpuRaytraceScene::renderScene()
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{
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renderScene2();
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return;
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//m_raytraceData->m_renderToTexture->enable();
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m_instancingRenderer->renderScene();
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//m_raytraceData->m_renderToTexture->disable();
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}
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void GpuRaytraceScene::renderScene2()
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{
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// GpuBoxPlaneScene::renderScene();
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// return;
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B3_PROFILE("raytrace");
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//raytrace into the texels
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{
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B3_PROFILE("update camera");
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m_instancingRenderer->updateCamera();
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}
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//generate primary rays
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{
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B3_PROFILE("readbackAllBodiesToCpu");
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m_data->m_np->readbackAllBodiesToCpu();
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}
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{
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B3_PROFILE("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 farPlane = 1000.f;
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float tanFov = (top-bottom)*0.5f / nearPlane;
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float screenWidth = m_instancingRenderer->getScreenWidth();
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float screenHeight = m_instancingRenderer->getScreenHeight();
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float fov = 2. * atanf (tanFov);
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float aspect = screenWidth / screenHeight;
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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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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 *= aspect*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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float texWidth = m_raytraceData->textureWidth;
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float texHeight = m_raytraceData->textureHeight;
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float widthFactor = (screenWidth/texWidth);
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float heightFactor = (screenHeight/texHeight);
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//should be screenwidth/height
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b3Vector3 dHor = hor * 1./float(screenWidth);
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b3Vector3 dVert = vertical * 1./float(screenHeight);
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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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//create primary rays
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primaryRays.resize(m_raytraceData->textureWidth*m_raytraceData->textureHeight);
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b3Vector3 rayTo;
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b3RayInfo ray;
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{
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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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rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
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rayTo += x * dHor*widthFactor;
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rayTo -= y * dVert*heightFactor;
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ray.m_from = rayFrom;
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ray.m_to = rayTo;
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primaryRays[x+m_raytraceData->textureWidth*y] = ray;
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}
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}
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}
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}
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b3AlignedObjectArray<b3RayHit> hits;
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{
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B3_PROFILE("hits.resize");
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hits.resize(primaryRays.size());
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}
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if (1)
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{
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B3_PROFILE("init hits");
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for (int i=0;i<hits.size();i++)
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{
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hits[i].m_hitFraction = 1.f;
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hits[i].m_hitResult2 = -1;
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}
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}
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b3Vector3 lightPos(1000,1000,100);
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{
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B3_PROFILE("cast primary rays");
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//m_raycaster->castRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(),m_data->m_np->getInternalData());
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m_raycaster->castRays(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData());
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}
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b3AlignedObjectArray<b3RayInfo> shadowRays;
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{
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B3_PROFILE("shadowRays.resize");
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shadowRays.resize(primaryRays.size());
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}
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b3AlignedObjectArray<b3RayHit> shadowHits;
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{
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B3_PROFILE("shadowHits.resize");
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shadowHits.resize(hits.size());
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}
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{
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B3_PROFILE("init shadow rays");
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for (int i=0;i<hits.size();i++)
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{
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if(hits[i].m_hitFraction<1.f)
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{
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//hits[i].m_hitPoint.setInterpolate3(primaryRays[i].m_from,primaryRays[i].m_to,hits[i].m_hitFraction);
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//b3Vector3 shift = (lightPos-hits[i].m_hitPoint).normalize()*0.001f;
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shadowRays[i].m_from = hits[i].m_hitPoint;
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shadowRays[i].m_to = lightPos;
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shadowHits[i].m_hitFraction=1.f;
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shadowHits[i].m_hitBody = hits[i].m_hitBody;
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} else
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{
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shadowRays[i].m_from.setValue(0,0,0);
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shadowRays[i].m_to.setValue(0,0,0);
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shadowHits[i].m_hitFraction=1.f;
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shadowHits[i].m_hitResult2 = -2;
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}
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}
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}
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{
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B3_PROFILE("cast shadow rays");
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//m_raycaster->castRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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m_raycaster->castRays(shadowRays, shadowHits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData());
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}
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{
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B3_PROFILE("write texels");
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for (int i=0;i<shadowHits.size();i++)
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{
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bool hit = hits[i].m_hitFraction < 1.f;
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if (hit)
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{
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float dotje = hits[i].m_hitNormal.dot(lightPos);
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if (dotje>0.f)
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{
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if (shadowHits[i].m_hitFraction<1.f)
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{
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dotje = -1.f;
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}
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}
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if (dotje>0.f)
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{
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m_raytraceData->m_texels[(i)*3+0] = 128+128.f*hits[i].m_hitNormal.x;
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m_raytraceData->m_texels[(i)*3+1] = 128+128.f*hits[i].m_hitNormal.y;
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m_raytraceData->m_texels[(i)*3+2] = 128+128.f*hits[i].m_hitNormal.z;
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if (hits[i].m_hitBody==0)
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{
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m_raytraceData->m_texels[(i)*3+0] = 255;
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m_raytraceData->m_texels[(i)*3+1] = 255;
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m_raytraceData->m_texels[(i)*3+2] = 255;
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} else
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{
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}
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} else
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{
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if (dotje == -1.f)
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{
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m_raytraceData->m_texels[(i)*3+0] = 0;
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m_raytraceData->m_texels[(i)*3+1] = 0;
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m_raytraceData->m_texels[(i)*3+2] = 255;
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} else
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{
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m_raytraceData->m_texels[(i)*3+0] = 255;
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m_raytraceData->m_texels[(i)*3+1] = 0;
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m_raytraceData->m_texels[(i)*3+2] = 0;
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}
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}
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} else
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{
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m_raytraceData->m_texels[(i)*3+0] = 128;
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m_raytraceData->m_texels[(i)*3+1] = 128;
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m_raytraceData->m_texels[(i)*3+2] = 192;
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}
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}
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}
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GLint err;
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{
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B3_PROFILE("get error");
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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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}
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{
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B3_PROFILE("glTexImage2D");
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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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}
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{
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B3_PROFILE("glGetError");
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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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 rect[4] = {0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()};
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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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{
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B3_PROFILE("drawTexturedRect");
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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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}
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{
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B3_PROFILE("glGetError");
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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}
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