mirror of https://github.com/axmolengine/axmol.git
475 lines
13 KiB
C++
475 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Code based GamePlay3D's Camera: http://gameplay3d.org
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****************************************************************************/
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#include "2d/CCCamera.h"
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#include "base/CCDirector.h"
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#include "platform/CCGLView.h"
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#include "2d/CCScene.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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NS_CC_BEGIN
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Camera* Camera::_visitingCamera = nullptr;
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Camera* Camera::getDefaultCamera()
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{
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auto scene = Director::getInstance()->getRunningScene();
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if(scene)
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{
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return scene->getDefaultCamera();
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}
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return nullptr;
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}
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Camera* Camera::create()
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{
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Camera* camera = new (std::nothrow) Camera();
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camera->initDefault();
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camera->autorelease();
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camera->setDepth(0.f);
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return camera;
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}
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Camera* Camera::createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
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{
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auto ret = new (std::nothrow) Camera();
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if (ret)
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{
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ret->initPerspective(fieldOfView, aspectRatio, nearPlane, farPlane);
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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Camera* Camera::createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
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{
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auto ret = new (std::nothrow) Camera();
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if (ret)
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{
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ret->initOrthographic(zoomX, zoomY, nearPlane, farPlane);
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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Camera::Camera()
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: _scene(nullptr)
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, _viewProjectionDirty(true)
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, _cameraFlag(1)
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, _frustumDirty(true)
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, _depth(-1)
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{
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_frustum.setClipZ(true);
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}
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Camera::~Camera()
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{
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}
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const Mat4& Camera::getProjectionMatrix() const
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{
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return _projection;
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}
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const Mat4& Camera::getViewMatrix() const
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{
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Mat4 viewInv(getNodeToWorldTransform());
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static int count = sizeof(float) * 16;
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if (memcmp(viewInv.m, _viewInv.m, count) != 0)
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{
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_viewProjectionDirty = true;
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_frustumDirty = true;
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_viewInv = viewInv;
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_view = viewInv.getInversed();
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}
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return _view;
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}
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void Camera::lookAt(const Vec3& lookAtPos, const Vec3& up)
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{
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Vec3 upv = up;
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upv.normalize();
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Vec3 zaxis;
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Vec3::subtract(this->getPosition3D(), lookAtPos, &zaxis);
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zaxis.normalize();
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Vec3 xaxis;
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Vec3::cross(upv, zaxis, &xaxis);
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xaxis.normalize();
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Vec3 yaxis;
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Vec3::cross(zaxis, xaxis, &yaxis);
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yaxis.normalize();
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Mat4 rotation;
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rotation.m[0] = xaxis.x;
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rotation.m[1] = xaxis.y;
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rotation.m[2] = xaxis.z;
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rotation.m[3] = 0;
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rotation.m[4] = yaxis.x;
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rotation.m[5] = yaxis.y;
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rotation.m[6] = yaxis.z;
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rotation.m[7] = 0;
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rotation.m[8] = zaxis.x;
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rotation.m[9] = zaxis.y;
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rotation.m[10] = zaxis.z;
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rotation.m[11] = 0;
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Quaternion quaternion;
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Quaternion::createFromRotationMatrix(rotation,&quaternion);
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float rotx = atan2f(2 * (quaternion.w * quaternion.x + quaternion.y * quaternion.z), 1 - 2 * (quaternion.x * quaternion.x + quaternion.y * quaternion.y));
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float roty = asin(clampf(2 * (quaternion.w * quaternion.y - quaternion.z * quaternion.x) , -1.0f , 1.0f));
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float rotz = -atan2(2 * (quaternion.w * quaternion.z + quaternion.x * quaternion.y) , 1 - 2 * (quaternion.y * quaternion.y + quaternion.z * quaternion.z));
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setRotation3D(Vec3(CC_RADIANS_TO_DEGREES(rotx),CC_RADIANS_TO_DEGREES(roty),CC_RADIANS_TO_DEGREES(rotz)));
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}
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const Mat4& Camera::getViewProjectionMatrix() const
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{
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getViewMatrix();
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if (_viewProjectionDirty)
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{
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_viewProjectionDirty = false;
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Mat4::multiply(_projection, _view, &_viewProjection);
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}
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return _viewProjection;
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}
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void Camera::setAdditionalProjection(const Mat4& mat)
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{
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_projection = mat * _projection;
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getViewProjectionMatrix();
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}
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bool Camera::initDefault()
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{
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auto size = Director::getInstance()->getWinSize();
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//create default camera
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auto projection = Director::getInstance()->getProjection();
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switch (projection)
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{
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case Director::Projection::_2D:
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{
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initOrthographic(size.width, size.height, -1024, 1024);
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setPosition3D(Vec3(0.0f, 0.0f, 0.0f));
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setRotation3D(Vec3(0.f, 0.f, 0.f));
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break;
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}
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case Director::Projection::_3D:
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{
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float zeye = Director::getInstance()->getZEye();
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initPerspective(60, (GLfloat)size.width / size.height, 10, zeye + size.height / 2.0f);
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Vec3 eye(size.width/2, size.height/2.0f, zeye), center(size.width/2, size.height/2, 0.0f), up(0.0f, 1.0f, 0.0f);
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setPosition3D(eye);
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lookAt(center, up);
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break;
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}
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default:
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CCLOG("unrecognized projection");
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break;
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}
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return true;
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}
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bool Camera::initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
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{
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_fieldOfView = fieldOfView;
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_aspectRatio = aspectRatio;
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_nearPlane = nearPlane;
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_farPlane = farPlane;
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Mat4::createPerspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane, &_projection);
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_viewProjectionDirty = true;
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_frustumDirty = true;
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return true;
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}
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bool Camera::initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
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{
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_zoom[0] = zoomX;
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_zoom[1] = zoomY;
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_nearPlane = nearPlane;
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_farPlane = farPlane;
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Mat4::createOrthographicOffCenter(0, _zoom[0], 0, _zoom[1], _nearPlane, _farPlane, &_projection);
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_viewProjectionDirty = true;
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_frustumDirty = true;
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return true;
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}
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Vec2 Camera::project(const Vec3& src) const
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{
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Vec2 screenPos;
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auto viewport = Director::getInstance()->getWinSize();
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Vec4 clipPos;
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getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
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CCASSERT(clipPos.w != 0.0f, "");
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float ndcX = clipPos.x / clipPos.w;
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float ndcY = clipPos.y / clipPos.w;
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screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
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screenPos.y = (1.0f - (ndcY + 1.0f) * 0.5f) * viewport.height;
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return screenPos;
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}
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Vec2 Camera::projectGL(const Vec3& src) const
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{
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Vec2 screenPos;
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auto viewport = Director::getInstance()->getWinSize();
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Vec4 clipPos;
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getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
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CCASSERT(clipPos.w != 0.0f, "");
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float ndcX = clipPos.x / clipPos.w;
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float ndcY = clipPos.y / clipPos.w;
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screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
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screenPos.y = (ndcY + 1.0f) * 0.5f * viewport.height;
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return screenPos;
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}
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Vec3 Camera::unproject(const Vec3& src) const
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{
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Vec3 dst;
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unproject(Director::getInstance()->getWinSize(), &src, &dst);
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return dst;
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}
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Vec3 Camera::unprojectGL(const Vec3& src) const
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{
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Vec3 dst;
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unprojectGL(Director::getInstance()->getWinSize(), &src, &dst);
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return dst;
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}
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void Camera::unproject(const Size& viewport, const Vec3* src, Vec3* dst) const
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{
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CCASSERT(src && dst, "vec3 can not be null");
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Vec4 screen(src->x / viewport.width, ((viewport.height - src->y)) / viewport.height, src->z, 1.0f);
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screen.x = screen.x * 2.0f - 1.0f;
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screen.y = screen.y * 2.0f - 1.0f;
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screen.z = screen.z * 2.0f - 1.0f;
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getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
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if (screen.w != 0.0f)
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{
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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}
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dst->set(screen.x, screen.y, screen.z);
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}
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void Camera::unprojectGL(const Size& viewport, const Vec3* src, Vec3* dst) const
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{
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CCASSERT(src && dst, "vec3 can not be null");
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Vec4 screen(src->x / viewport.width, src->y / viewport.height, src->z, 1.0f);
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screen.x = screen.x * 2.0f - 1.0f;
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screen.y = screen.y * 2.0f - 1.0f;
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screen.z = screen.z * 2.0f - 1.0f;
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getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
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if (screen.w != 0.0f)
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{
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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}
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dst->set(screen.x, screen.y, screen.z);
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}
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bool Camera::isVisibleInFrustum(const AABB* aabb) const
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{
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if (_frustumDirty)
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{
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_frustum.initFrustum(this);
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_frustumDirty = false;
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}
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return !_frustum.isOutOfFrustum(*aabb);
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}
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float Camera::getDepthInView(const Mat4& transform) const
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{
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Mat4 camWorldMat = getNodeToWorldTransform();
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const Mat4 &viewMat = camWorldMat.getInversed();
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float depth = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] + viewMat.m[14]);
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return depth;
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}
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void Camera::setDepth(int depth)
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{
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if (_depth != depth)
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{
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_depth = depth;
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if (_scene)
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{
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//notify scene that the camera order is dirty
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_scene->setCameraOrderDirty();
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}
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}
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}
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void Camera::onEnter()
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{
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if (_scene == nullptr)
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{
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auto scene = getScene();
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if (scene)
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{
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setScene(scene);
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}
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}
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Node::onEnter();
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}
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void Camera::onExit()
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{
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// remove this camera from scene
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setScene(nullptr);
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Node::onExit();
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}
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void Camera::setScene(Scene* scene)
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{
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if (_scene != scene)
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{
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//remove old scene
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if (_scene)
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{
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auto& cameras = _scene->_cameras;
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auto it = std::find(cameras.begin(), cameras.end(), this);
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if (it != cameras.end())
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cameras.erase(it);
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_scene = nullptr;
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}
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//set new scene
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if (scene)
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{
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_scene = scene;
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auto& cameras = _scene->_cameras;
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auto it = std::find(cameras.begin(), cameras.end(), this);
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if (it == cameras.end())
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{
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_scene->_cameras.push_back(this);
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//notify scene that the camera order is dirty
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_scene->setCameraOrderDirty();
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}
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}
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}
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}
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void Camera::clearBackground(float depth)
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{
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GLboolean oldDepthTest;
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GLint oldDepthFunc;
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GLboolean oldDepthMask;
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glStencilMask(0);
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oldDepthTest = glIsEnabled(GL_DEPTH_TEST);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthMask);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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}
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//draw
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static V3F_C4B_T2F_Quad quad;
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quad.bl.vertices = Vec3(-1,-1,0);
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quad.br.vertices = Vec3(1,-1,0);
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quad.tl.vertices = Vec3(-1,1,0);
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quad.tr.vertices = Vec3(1,1,0);
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quad.bl.colors = quad.br.colors = quad.tl.colors = quad.tr.colors = Color4B(0,0,0,1);
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quad.bl.texCoords = Tex2F(0,0);
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quad.br.texCoords = Tex2F(1,0);
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quad.tl.texCoords = Tex2F(0,1);
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quad.tr.texCoords = Tex2F(1,1);
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
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auto programState = GLProgramState::getOrCreateWithGLProgram(shader);
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programState->setUniformFloat("depth", 1.0);
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programState->apply(Mat4());
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GLshort indices[6] = {0, 1, 2, 3, 2, 1};
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{
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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// vertices
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), &quad.tl.vertices);
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// colors
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), &quad.tl.colors);
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// tex coords
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), &quad.tl.texCoords);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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{
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if(GL_FALSE == oldDepthTest)
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{
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glDisable(GL_DEPTH_TEST);
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}
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glDepthFunc(oldDepthFunc);
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if(GL_FALSE == oldDepthMask)
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{
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glDepthMask(GL_FALSE);
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}
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glStencilMask(0xFFFFF);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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}
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NS_CC_END
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