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@@ -71,21 +71,21 @@ bool showSkeletons = false;
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bool showCameras = true;
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bool showBvolumes = true;
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-
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static Fbo fbo;
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-static ShaderProg* shdr;
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+class DbgShaderProg: public ShaderProg
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+{};
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+
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+static DbgShaderProg sProg;
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-/*
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-=======================================================================================================================================
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-init =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// init =
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+//=====================================================================================================================================
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void init()
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{
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// create FBO
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- fbo.Create();
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+ fbo.create();
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fbo.bind();
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// inform in what buffers we draw
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@@ -100,23 +100,21 @@ void init()
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FATAL( "Cannot create debug FBO" );
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// unbind
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- fbo.Unbind();
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+ fbo.unbind();
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// shader
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- shdr = rsrc::shaders.load( "shaders/dbg.glsl" );
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+ sProg.customLoad( "shaders/dbg.glsl" );
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}
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-/*
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-=======================================================================================================================================
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-runStage =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// runStage =
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+//=====================================================================================================================================
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void runStage( const Camera& cam )
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{
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fbo.bind();
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- shdr->bind();
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+ sProg.bind();
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// OGL stuff
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R::setProjectionViewMatrices( cam );
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@@ -152,20 +150,18 @@ void runStage( const Camera& cam )
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// unbind
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- fbo.Unbind();
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+ fbo.unbind();
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}
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-/*
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-=======================================================================================================================================
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-renderGrid =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// renderGrid =
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+//=====================================================================================================================================
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void renderGrid()
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{
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- float col0[] = { 0.5f, 0.5f, 0.5f };
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- float col1[] = { 0.0f, 0.0f, 1.0f };
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- float col2[] = { 1.0f, 0.0f, 0.0f };
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+ float col0[] = { 0.5, 0.5, 0.5 };
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+ float col1[] = { 0.0, 0.0, 1.0 };
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+ float col2[] = { 1.0, 0.0, 0.0 };
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_LIGHTING );
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@@ -201,11 +197,9 @@ void renderGrid()
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}
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-/*
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-=======================================================================================================================================
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-renderQuad =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// renderQuad =
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+//=====================================================================================================================================
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void renderQuad( float w, float h )
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{
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float wdiv2 = w/2, hdiv2 = h/2;
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@@ -226,11 +220,9 @@ void renderQuad( float w, float h )
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}
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-/*
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-=======================================================================================================================================
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-renderSphere =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// renderSphere =
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+//=====================================================================================================================================
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void renderSphere( float r, int p )
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{
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const float twopi = PI*2;
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@@ -240,13 +232,13 @@ void renderSphere( float r, int p )
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float theta2 = 0.0;
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float theta3 = 0.0;
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- float ex = 0.0f;
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- float ey = 0.0f;
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- float ez = 0.0f;
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+ float ex = 0.0;
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+ float ey = 0.0;
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+ float ez = 0.0;
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- float px = 0.0f;
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- float py = 0.0f;
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- float pz = 0.0f;
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+ float px = 0.0;
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+ float py = 0.0;
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+ float pz = 0.0;
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for( int i = 0; i < p/2; ++i )
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@@ -296,53 +288,51 @@ void renderSphere( float r, int p )
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}
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-/*
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-=======================================================================================================================================
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-renderCube =
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-=======================================================================================================================================
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-*/
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+//=====================================================================================================================================
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+// renderCube =
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+//=====================================================================================================================================
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void renderCube( bool cols, float size )
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{
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size *= 0.5f;
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glBegin(GL_QUADS);
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// Front Face
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if(cols) glColor3f( 0.0, 0.0, 1.0 );
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- glNormal3f( 0.0f, 0.0f, 1.0f);
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+ glNormal3f( 0.0, 0.0, 1.0f);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, -size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f( size, -size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f( size, size, size);
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glTexCoord2f(0.0, 1.0); glVertex3f(-size, size, size);
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// Back Face
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if(cols) glColor3f( 0.0, 0.0, size );
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- glNormal3f( 0.0f, 0.0f,-1.0f);
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+ glNormal3f( 0.0, 0.0,-1.0f);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f( size, size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f( size, -size, -size);
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// Top Face
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if(cols) glColor3f( 0.0, 1.0, 0.0 );
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- glNormal3f( 0.0f, 1.0f, 0.0f);
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+ glNormal3f( 0.0, 1.0f, 0.0);
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glTexCoord2f(0.0, 1.0); glVertex3f(-size, size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f( size, size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f( size, size, -size);
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// Bottom Face
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if(cols) glColor3f( 0.0, size, 0.0 );
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- glNormal3f( 0.0f,-1.0f, 0.0f);
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+ glNormal3f( 0.0,-1.0f, 0.0);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f( size, -size, -size);
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glTexCoord2f(0.0, 0.0); glVertex3f( size, -size, size);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, size);
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// Right face
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if(cols) glColor3f( 1.0, 0.0, 0.0 );
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- glNormal3f( 1.0f, 0.0f, 0.0f);
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+ glNormal3f( 1.0f, 0.0, 0.0);
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glTexCoord2f(1.0, 0.0); glVertex3f( size, -size, -size);
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glTexCoord2f(1.0, 1.0); glVertex3f( size, size, -size);
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glTexCoord2f(0.0, 1.0); glVertex3f( size, size, size);
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glTexCoord2f(0.0, 0.0); glVertex3f( size, -size, size);
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// Left Face
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if(cols) glColor3f( size, 0.0, 0.0 );
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- glNormal3f(-1.0f, 0.0f, 0.0f);
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+ glNormal3f(-1.0f, 0.0, 0.0);
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glTexCoord2f(0.0, 0.0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1.0, 0.0); glVertex3f(-size, -size, size);
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glTexCoord2f(1.0, 1.0); glVertex3f(-size, size, size);
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