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@ -24,6 +24,9 @@
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#include <plib/ssg.h>
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#include <simgear/props/props.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/model.hxx>
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#include SG_GLU_H
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#include "shadowvolume.hxx"
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@ -65,6 +68,8 @@
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- render occluder in stencil buffer with their shadow volumes
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- apply stencil to framebuffer (darkens shadowed parts)
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shadows using the alpha buffer
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http://wwwvis.informatik.uni-stuttgart.de/~roettger/html/Pages/shadows.html
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*/
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// TODO
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@ -78,16 +83,15 @@
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// * add a render property on/off (for aircraft, for scene objects, for ai)
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// * add a render property in rendering dialog
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// * filter : halo, light, shadow, disc, disk, flame, (exhaust), noshadow
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// BUG
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// - ghost objects ?
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// - no shadow : check static 737/747
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// why has the ggb an alpha animation = 0.01 ?
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static int statSilhouette=0;
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static int statGeom=0;
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static int statObj=0;
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static SGShadowVolume *states;
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static glBlendEquationProc glBlendEquation = NULL;
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#define GL_MIN_EXT 0x8007
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#define GL_MAX_EXT 0x8008
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SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_leaf ) :
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@ -98,19 +102,15 @@ SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_
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numTriangles ( 0 ),
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indices ( 0 ),
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vertices ( 0 ),
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planeEquations ( 0 ),
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isFacingLight ( 0 ),
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neighbourIndices ( 0 ),
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isSilhouetteEdge ( 0 )
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lastSilhouetteIndicesCount ( 0 )
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{
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int num_tri = _num_tri;
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numTriangles = num_tri;
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indices = new int[num_tri * 3];
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vertices = new sgVec3[num_tri * 3];
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planeEquations = new sgVec4[num_tri];
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neighbourIndices = new int[num_tri * 3];
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isSilhouetteEdge = new bool[num_tri * 3];
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isFacingLight = new bool[num_tri];
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triangles = new triData[ num_tri ];
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indices = new int[1 + num_tri * 3];
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vertices = new sgVec4[1 + num_tri * 3];
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silhouetteEdgeIndices = new GLushort[(1+num_tri) * 3*3];
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indices [ num_tri * 3 ] = num_tri * 3;
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sgSetVec3(last_lightpos, 0.0, 0.0, 0.0);
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statGeom ++;
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@ -124,7 +124,7 @@ SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_
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}
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}
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void SGShadowVolume::ShadowCaster::addLeaf( int & tri_idx, ssgLeaf *geometry_leaf ) {
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void SGShadowVolume::ShadowCaster::addLeaf( int & tri_idx, int & ind_idx, ssgLeaf *geometry_leaf ) {
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int num_tri = geometry_leaf->getNumTriangles();
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for(int i = 0; i < num_tri ; i ++ ) {
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short v1, v2, v3;
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@ -133,38 +133,37 @@ void SGShadowVolume::ShadowCaster::addLeaf( int & tri_idx, ssgLeaf *geometry_lea
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sgCopyVec3(a, geometry_leaf->getVertex(v1));
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sgCopyVec3(b, geometry_leaf->getVertex(v2));
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sgCopyVec3(c, geometry_leaf->getVertex(v3));
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addTri( tri_idx++, a, b, c);
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int p = tri_idx;
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sgMakePlane ( triangles[p].planeEquations, a, b, c );
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sgCopyVec3(vertices[ind_idx + v1], a);
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sgCopyVec3(vertices[ind_idx + v2], b);
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sgCopyVec3(vertices[ind_idx + v3], c);
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vertices[ind_idx + v1][SG_W] = 1.0f;
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vertices[ind_idx + v2][SG_W] = 1.0f;
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vertices[ind_idx + v3][SG_W] = 1.0f;
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indices[p*3] = ind_idx + v1;
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indices[p*3+1] = ind_idx + v2;
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indices[p*3+2] = ind_idx + v3;
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tri_idx++;
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}
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if( num_tri == 0 )
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return;
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int num_ind = geometry_leaf->getNumVertices();
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ind_idx += num_ind;
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}
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SGShadowVolume::ShadowCaster::~ShadowCaster() {
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delete [] indices ;
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delete [] vertices ;
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delete [] planeEquations ;
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delete [] isFacingLight ;
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delete [] neighbourIndices ;
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delete [] isSilhouetteEdge ;
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delete [] triangles;
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delete [] silhouetteEdgeIndices;
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}
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void SGShadowVolume::ShadowCaster::addTri(int p, sgVec3 a, sgVec3 b, sgVec3 c) {
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sgVec4 tri_plane;
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assert( p >= 0 && p < numTriangles );
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sgMakePlane ( tri_plane, a, b, c );
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sgCopyVec4(planeEquations[p], tri_plane);
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sgCopyVec3(vertices[p*3], a);
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sgCopyVec3(vertices[p*3+1], b);
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sgCopyVec3(vertices[p*3+2], c);
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indices[p*3] = p*3;
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indices[p*3+1] = p*3+1;
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indices[p*3+2] = p*3+2;
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}
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bool SGShadowVolume::ShadowCaster::sameVertex(int edge1, int edge2) {
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// const float epsilon = 0.01; // 1cm
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// const float epsilon = 0.0; // 1cm
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//return false;
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if( edge1 == edge2)
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return true;
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sgVec3 delta_v;
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@ -183,8 +182,10 @@ void SGShadowVolume::ShadowCaster::SetConnectivity(void)
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int edgeCount = 0;
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//set the neighbour indices to be -1
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for(int ii=0; ii<numTriangles*3; ++ii)
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neighbourIndices[ii]=-1;
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for(int ii=0; ii<numTriangles; ++ii)
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triangles[ii].neighbourIndices[0] =
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triangles[ii].neighbourIndices[1] =
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triangles[ii].neighbourIndices[2] = -1;
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//loop through triangles
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for(int i=0; i<numTriangles-1; ++i)
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@ -193,12 +194,12 @@ void SGShadowVolume::ShadowCaster::SetConnectivity(void)
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for(int edgeI=0; edgeI<3; ++edgeI)
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{
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//continue if this edge already has a neighbour set
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if(neighbourIndices[ i*3+edgeI ]!=-1)
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if(triangles[i].neighbourIndices[ edgeI ]!=-1)
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continue;
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//get the vertex indices on each edge
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int edgeI1=indices[i*3+edgeI];
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int edgeI2=indices[i*3+(edgeI+1)%3];
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int edgeI2=indices[i*3+(edgeI == 2 ? 0 : edgeI+1)];
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//loop through triangles with greater indices than this one
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for(int j=i+1; j<numTriangles; ++j)
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@ -206,11 +207,16 @@ void SGShadowVolume::ShadowCaster::SetConnectivity(void)
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//loop through edges on triangle j
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for(int edgeJ=0; edgeJ<3; ++edgeJ)
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{
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//continue if this edge already has a neighbour set
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if(triangles[j].neighbourIndices[ edgeJ ]!=-1) {
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continue;
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}
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//get the vertex indices on each edge
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int edgeJ1=indices[j*3+edgeJ];
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int edgeJ2=indices[j*3+(edgeJ == 2 ? 0 : edgeJ+1)];
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//if these are the same (possibly reversed order), these faces are neighbours
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#if 0
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//no, we only use reverse order because same order means that
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//the triangle is wrongly oriented and that will cause shadow artifact
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if( sameVertex(edgeI1, edgeJ1) && sameVertex(edgeI2, edgeJ2) ) {
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@ -218,25 +224,19 @@ void SGShadowVolume::ShadowCaster::SetConnectivity(void)
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// printf("flipped triangle detected...check your model\n");
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continue;
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}
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if( false && sameVertex(edgeI1, edgeJ1) && sameVertex(edgeI2, edgeJ2)
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|| sameVertex(edgeI1, edgeJ2) && sameVertex(edgeI2, edgeJ1) )
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#endif
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if( sameVertex(edgeI1, edgeJ2) && sameVertex(edgeI2, edgeJ1) )
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{
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int edgeI3=indices[i*3+(edgeI+2)%3];
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int edgeJ3=indices[j*3+(edgeJ+2)%3];
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int edgeI3=indices[i*3+(edgeI == 0 ? 2 : edgeI-1)];
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int edgeJ3=indices[j*3+(edgeJ == 0 ? 2 : edgeJ-1)];
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if( sameVertex(edgeI3, edgeJ3) ) {
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// can happens with 'bad' geometry
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// printf("duplicated tri...check your model\n");
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// exit loop
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break;
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}
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//continue if this edge already has a neighbour set
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// can happens with 'bad' geometry
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if(neighbourIndices[ j*3+edgeJ ]!=-1) {
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// printf("bad edge detected\n");
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continue;
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}
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neighbourIndices[i*3+edgeI]=j;
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neighbourIndices[j*3+edgeJ]=i;
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triangles[i].neighbourIndices[edgeI]=j;
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triangles[j].neighbourIndices[edgeJ]=i;
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edgeCount ++;
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// exit loop
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j = numTriangles;
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@ -255,85 +255,51 @@ void SGShadowVolume::ShadowCaster::CalculateSilhouetteEdges(sgVec3 lightPosition
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//Calculate which faces face the light
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for(int i=0; i<numTriangles; ++i)
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{
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if( sgDistToPlaneVec3 ( planeEquations[i], lightPosition ) > 0.0 )
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isFacingLight[i]=true;
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if( sgDistToPlaneVec3 ( triangles[i].planeEquations, lightPosition ) > 0.0 )
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triangles[i].isFacingLight=true;
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else
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isFacingLight[i]=false;
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triangles[i].isFacingLight=false;
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}
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//loop through faces
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int iEdgeIndices = 0;
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sgVec4 farCap = {-lightPosition[SG_X], -lightPosition[SG_Y], -lightPosition[SG_Z], 1.0f};
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sgCopyVec4( vertices[ numTriangles*3 ], farCap );
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for(int t=0; t < numTriangles; t++) {
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int v = t * 3;
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//if this face is not facing the light, not a silhouette edge
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if(!isFacingLight[t])
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if(!triangles[t].isFacingLight)
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{
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isSilhouetteEdge[v+0]=false;
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isSilhouetteEdge[v+1]=false;
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isSilhouetteEdge[v+2]=false;
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triangles[t].isSilhouetteEdge[0]=false;
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triangles[t].isSilhouetteEdge[1]=false;
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triangles[t].isSilhouetteEdge[2]=false;
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continue;
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}
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//loop through edges
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for(int i = v ; i < v+3 ; i++) {
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for(int j = 0 ; j < 3 ; j++) {
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//this face is facing the light
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//if the neighbouring face is not facing the light, or there is no neighbouring face,
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//then this is a silhouette edge
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if(neighbourIndices[i]==-1 || !isFacingLight[neighbourIndices[i]])
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isSilhouetteEdge[i]=true;
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if(triangles[t].neighbourIndices[j]==-1 ||
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!triangles[triangles[t].neighbourIndices[j]].isFacingLight ) {
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triangles[t].isSilhouetteEdge[j]=true;
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silhouetteEdgeIndices[ iEdgeIndices++ ] = indices[v+(j == 2 ? 0 : j+1)];
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silhouetteEdgeIndices[ iEdgeIndices++ ] = indices[v+j];
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silhouetteEdgeIndices[ iEdgeIndices++ ] = numTriangles * 3;
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}
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else
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isSilhouetteEdge[i]=false;
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triangles[t].isSilhouetteEdge[j]=false;
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}
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}
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lastSilhouetteIndicesCount = iEdgeIndices;
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}
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// TODO: everyhting here is constant, store the vertex in a cache buffer and call drawelements
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void SGShadowVolume::ShadowCaster::DrawInfiniteShadowVolume(sgVec3 lightPosition, bool drawCaps)
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{
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glColor4f(1.0, 1.0, 0.0, 0.5);
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//TODO: no need for a quad here
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// glBegin(GL_QUADS);
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glBegin(GL_TRIANGLES);
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{
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for(int i=0; i<numTriangles; ++i)
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{
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//if this face does not face the light, continue
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if(!isFacingLight[i])
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continue;
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int v = i*3;
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//Loop through edges on this face
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for(int j=0; j<3; ++j)
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{
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//Draw the shadow volume "edge" if this is a silhouette edge
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if(isSilhouetteEdge[v+j])
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{
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sgVec3 vertex1, vertex2;
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sgCopyVec3(vertex1, vertices[indices[v+j]]);
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sgCopyVec3(vertex2, vertices[indices[v+(j == 2 ? 0 : j+1)]]);
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glVertex3fv(vertex2);
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glVertex3fv(vertex1);
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// w == 0 for infinite shadow
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#if 0
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glVertex4f( vertex1[SG_X]-lightPosition[SG_X],
|
|
|
|
|
vertex1[SG_Y]-lightPosition[SG_Y],
|
|
|
|
|
vertex1[SG_Z]-lightPosition[SG_Z], 0.0f);
|
|
|
|
|
// glVertex4f( vertex2[SG_X]-lightPosition[SG_X],
|
|
|
|
|
// vertex2[SG_Y]-lightPosition[SG_Y],
|
|
|
|
|
// vertex2[SG_Z]-lightPosition[SG_Z], 0.0f);
|
|
|
|
|
#else
|
|
|
|
|
glVertex3f( vertex1[SG_X]-lightPosition[SG_X],
|
|
|
|
|
vertex1[SG_Y]-lightPosition[SG_Y],
|
|
|
|
|
vertex1[SG_Z]-lightPosition[SG_Z]);
|
|
|
|
|
// glVertex3f( vertex2[SG_X]-lightPosition[SG_X],
|
|
|
|
|
// vertex2[SG_Y]-lightPosition[SG_Y],
|
|
|
|
|
// vertex2[SG_Z]-lightPosition[SG_Z]);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glEnd();
|
|
|
|
|
glEnableClientState ( GL_VERTEX_ARRAY ) ;
|
|
|
|
|
glVertexPointer ( 4, GL_FLOAT, 0, vertices ) ;
|
|
|
|
|
glDrawElements ( GL_TRIANGLES, lastSilhouetteIndicesCount, GL_UNSIGNED_SHORT, silhouetteEdgeIndices ) ;
|
|
|
|
|
|
|
|
|
|
//Draw caps if required
|
|
|
|
|
if(drawCaps)
|
|
|
|
@ -342,18 +308,11 @@ void SGShadowVolume::ShadowCaster::DrawInfiniteShadowVolume(sgVec3 lightPosition
|
|
|
|
|
{
|
|
|
|
|
for(int i=0; i<numTriangles; ++i)
|
|
|
|
|
{
|
|
|
|
|
int v = i*3;
|
|
|
|
|
for(int j=0; j<3; ++j)
|
|
|
|
|
{
|
|
|
|
|
sgVec3 vertex;
|
|
|
|
|
sgCopyVec3(vertex, vertices[indices[v+j]]);
|
|
|
|
|
|
|
|
|
|
if(isFacingLight[i])
|
|
|
|
|
glVertex3fv(vertex);
|
|
|
|
|
else
|
|
|
|
|
glVertex4f( vertex[SG_X]-lightPosition[SG_X],
|
|
|
|
|
vertex[SG_Y]-lightPosition[SG_Y],
|
|
|
|
|
vertex[SG_Z]-lightPosition[SG_Z], 0.0f);
|
|
|
|
|
if(triangles[i].isFacingLight) {
|
|
|
|
|
int v = i*3;
|
|
|
|
|
glVertex3fv( vertices[indices[v+0]] );
|
|
|
|
|
glVertex3fv( vertices[indices[v+1]] );
|
|
|
|
|
glVertex3fv( vertices[indices[v+2]] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -366,7 +325,6 @@ void SGShadowVolume::ShadowCaster::getNetTransform ( ssgBranch * branch, sgMat4
|
|
|
|
|
{
|
|
|
|
|
// one less matmult...
|
|
|
|
|
bool first = true;
|
|
|
|
|
// sgMakeIdentMat4 ( xform ) ;
|
|
|
|
|
while( branch && branch != lib_object ) {
|
|
|
|
|
if( branch->isA(ssgTypeTransform()) ) {
|
|
|
|
|
sgMat4 transform;
|
|
|
|
@ -420,7 +378,6 @@ void SGShadowVolume::ShadowCaster::computeShadows(sgMat4 rotation, sgMat4 rotati
|
|
|
|
|
sgCopyMat4( transf, transform );
|
|
|
|
|
sgPostMultMat4( transf, rotation_translation );
|
|
|
|
|
sgPostMultMat4( transform, rotation );
|
|
|
|
|
// sgInvertMat4( invTransform, transform );
|
|
|
|
|
sgTransposeNegateMat4 ( invTransform, transform );
|
|
|
|
|
|
|
|
|
|
glLoadMatrixf ( (float *) states->CameraViewM ) ;
|
|
|
|
@ -438,8 +395,7 @@ void SGShadowVolume::ShadowCaster::computeShadows(sgMat4 rotation, sgMat4 rotati
|
|
|
|
|
// if the geometry has rotated/moved enought then
|
|
|
|
|
// we need to recompute the silhouette
|
|
|
|
|
// but this computation does not need to be done each frame
|
|
|
|
|
// -6 fps
|
|
|
|
|
if( (deltaPos > 0.0) && ( states->frameNumber - frameNumber > 0)) {
|
|
|
|
|
if( (deltaPos > 0.0) && ( states->frameNumber - frameNumber > 4)) {
|
|
|
|
|
CalculateSilhouetteEdges( lightPos );
|
|
|
|
|
sgCopyVec3( last_lightpos, lightPosNorm );
|
|
|
|
|
frameNumber = states->frameNumber ;
|
|
|
|
@ -453,11 +409,11 @@ void SGShadowVolume::ShadowCaster::computeShadows(sgMat4 rotation, sgMat4 rotati
|
|
|
|
|
glDisable( GL_DEPTH_TEST );
|
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
|
glColorMask(1, 1, 1, 1);
|
|
|
|
|
glColor4f(0.0, 0.0, 1.0, 0.8);
|
|
|
|
|
glColor4f(0.0, 0.0, 1.0, 1.0);
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
for(int i=0; i<numTriangles; ++i)
|
|
|
|
|
{
|
|
|
|
|
if(!isFacingLight[i])
|
|
|
|
|
if(!triangles[i].isFacingLight)
|
|
|
|
|
continue;
|
|
|
|
|
int v = i*3;
|
|
|
|
|
//Loop through edges on this face
|
|
|
|
@ -466,27 +422,26 @@ void SGShadowVolume::ShadowCaster::computeShadows(sgMat4 rotation, sgMat4 rotati
|
|
|
|
|
sgCopyVec3(vertex2, vertices[indices[v+1]]);
|
|
|
|
|
sgCopyVec3(vertex3, vertices[indices[v+2]]);
|
|
|
|
|
|
|
|
|
|
if(isSilhouetteEdge[i*3+0]) {
|
|
|
|
|
if(triangles[i].isSilhouetteEdge[0]) {
|
|
|
|
|
glVertex3fv(vertex2);
|
|
|
|
|
glVertex3fv(vertex1);
|
|
|
|
|
}
|
|
|
|
|
if(isSilhouetteEdge[i*3+1]) {
|
|
|
|
|
if(triangles[i].isSilhouetteEdge[1]) {
|
|
|
|
|
glVertex3fv(vertex2);
|
|
|
|
|
glVertex3fv(vertex3);
|
|
|
|
|
}
|
|
|
|
|
if(isSilhouetteEdge[i*3+2]) {
|
|
|
|
|
if(triangles[i].isSilhouetteEdge[2]) {
|
|
|
|
|
glVertex3fv(vertex3);
|
|
|
|
|
glVertex3fv(vertex1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glEnd();
|
|
|
|
|
glEnd();
|
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
|
|
|
glEnable( GL_CULL_FACE );
|
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// -11 fps
|
|
|
|
|
|
|
|
|
|
// TODO:compute intersection with near clip plane...
|
|
|
|
|
bool needZFail=false;
|
|
|
|
@ -511,19 +466,31 @@ void SGShadowVolume::ShadowCaster::computeShadows(sgMat4 rotation, sgMat4 rotati
|
|
|
|
|
else //using zpass
|
|
|
|
|
{
|
|
|
|
|
//Increment stencil buffer for front face depth pass
|
|
|
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
|
|
|
if( states->use_alpha ) {
|
|
|
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
|
|
|
glBlendFunc( GL_ONE, GL_ONE );
|
|
|
|
|
glColor4ub(1, 1, 1, 16);
|
|
|
|
|
} else {
|
|
|
|
|
glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
|
|
|
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
|
|
|
}
|
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
|
|
|
|
|
|
DrawInfiniteShadowVolume( lightPos, false);
|
|
|
|
|
|
|
|
|
|
//Decrement stencil buffer for back face depth pass
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
|
|
|
if( states->use_alpha ) {
|
|
|
|
|
glBlendEquation( GL_FUNC_REVERSE_SUBTRACT );
|
|
|
|
|
glBlendFunc( GL_ONE, GL_ONE );
|
|
|
|
|
glColor4ub(1, 1, 1, 16);
|
|
|
|
|
} else {
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
|
|
|
}
|
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
|
|
|
|
|
|
DrawInfiniteShadowVolume( lightPos, false);
|
|
|
|
|
}
|
|
|
|
|
// -15 fps
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@ -560,11 +527,13 @@ void SGShadowVolume::SceneryObject::computeShadows(void) {
|
|
|
|
|
|
|
|
|
|
if( intersect ) {
|
|
|
|
|
if( !scenery_object ) {
|
|
|
|
|
find_trans();
|
|
|
|
|
if( scenery_object )
|
|
|
|
|
traverseTree( pending_object );
|
|
|
|
|
else
|
|
|
|
|
return;
|
|
|
|
|
if( states->frameNumber - states->lastTraverseTreeFrame > 5 ) {
|
|
|
|
|
find_trans();
|
|
|
|
|
if( scenery_object )
|
|
|
|
|
traverseTree( pending_object );
|
|
|
|
|
states->lastTraverseTreeFrame = states->frameNumber;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
sgMat4 rotation, rotation_translation;
|
|
|
|
|
scenery_object->getNetTransform ( rotation_translation );
|
|
|
|
@ -599,18 +568,23 @@ static bool filterName(const char *leaf_name) {
|
|
|
|
|
return true;
|
|
|
|
|
char lname[20];
|
|
|
|
|
int l = 0;
|
|
|
|
|
char *buff;
|
|
|
|
|
char *buff;
|
|
|
|
|
for( buff = lname; *leaf_name && l < (sizeof( lname )-1); ++buff, l++ )
|
|
|
|
|
*buff = tolower(*leaf_name++);
|
|
|
|
|
*buff = 0;
|
|
|
|
|
if( strstr(lname, "shadow") || strstr(lname, "light") || strstr(lname, "disk") ||
|
|
|
|
|
strstr(lname, "disk") || strstr(lname, "flame") || strstr(lname, "halo"))
|
|
|
|
|
if( !strncmp(lname, "noshadow", 8) )
|
|
|
|
|
return false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
void SGShadowVolume::SceneryObject::traverseTree(ssgBranch *branch) {
|
|
|
|
|
int num_tri = 0;
|
|
|
|
|
int num_leaf = 0;
|
|
|
|
|
|
|
|
|
|
if( sgCheckAnimationBranch( (ssgEntity *) branch ) ) {
|
|
|
|
|
if( ((SGAnimation *) branch->getUserData())->get_animation_type() == 1)
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(int i = 0 ; i < branch->getNumKids() ; i++) {
|
|
|
|
|
ssgEntity *this_kid = branch->getKid( i );
|
|
|
|
|
if( this_kid->isAKindOf(ssgTypeLeaf()) ) {
|
|
|
|
@ -623,6 +597,7 @@ void SGShadowVolume::SceneryObject::traverseTree(ssgBranch *branch) {
|
|
|
|
|
}
|
|
|
|
|
if( num_tri > 0) {
|
|
|
|
|
int tri_idx = 0;
|
|
|
|
|
int ind_idx = 0;
|
|
|
|
|
ShadowCaster *new_part = new ShadowCaster( num_tri, branch);
|
|
|
|
|
new_part->scenery_object = scenery_object;
|
|
|
|
|
new_part->lib_object = lib_object;
|
|
|
|
@ -630,7 +605,7 @@ void SGShadowVolume::SceneryObject::traverseTree(ssgBranch *branch) {
|
|
|
|
|
ssgEntity *this_kid = branch->getKid( i );
|
|
|
|
|
if( this_kid->isAKindOf(ssgTypeLeaf()) ) {
|
|
|
|
|
if( filterName( this_kid->getName()) )
|
|
|
|
|
new_part->addLeaf( tri_idx, (ssgLeaf *) this_kid );
|
|
|
|
|
new_part->addLeaf( tri_idx, ind_idx, (ssgLeaf *) this_kid );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
new_part->SetConnectivity();
|
|
|
|
@ -664,16 +639,15 @@ SGShadowVolume::SceneryObject::SceneryObject(ssgBranch *_scenery_object, Occlude
|
|
|
|
|
lib_object = _scenery_object;
|
|
|
|
|
else
|
|
|
|
|
lib_object = (ssgBranch *) ((ssgBranch *)_scenery_object->getKid(0))->getKid(0);
|
|
|
|
|
#if 0
|
|
|
|
|
find_trans();
|
|
|
|
|
if( scenery_object )
|
|
|
|
|
traverseTree( pending_object );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SGShadowVolume::SceneryObject::~SceneryObject()
|
|
|
|
|
{
|
|
|
|
|
// parts.erase();
|
|
|
|
|
ShadowCaster_list::iterator iParts;
|
|
|
|
|
for(iParts = parts.begin() ; iParts != parts.end(); iParts++ ) {
|
|
|
|
|
delete *iParts;
|
|
|
|
|
}
|
|
|
|
|
parts.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SGShadowVolume::computeShadows(void) {
|
|
|
|
@ -687,22 +661,38 @@ void SGShadowVolume::computeShadows(void) {
|
|
|
|
|
|
|
|
|
|
//Draw shadow volumes
|
|
|
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
|
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
|
glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ;
|
|
|
|
|
glDisableClientState ( GL_COLOR_ARRAY ) ;
|
|
|
|
|
glDisableClientState ( GL_NORMAL_ARRAY ) ;
|
|
|
|
|
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
|
|
|
|
|
|
|
|
|
|
if( use_alpha ) {
|
|
|
|
|
glColorMask(0, 0, 0, 1);
|
|
|
|
|
glClearColor(0.0, 0.0, 0.0, 0.0 );
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
glDisable(GL_ALPHA);
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
} else {
|
|
|
|
|
glClearStencil( 0 );
|
|
|
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
|
glDisable(GL_ALPHA);
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
}
|
|
|
|
|
glDisable( GL_LIGHTING );
|
|
|
|
|
glDisable( GL_FOG );
|
|
|
|
|
glDisable(GL_ALPHA);
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
glEnable( GL_CULL_FACE );
|
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
|
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
|
// glPolygonOffset(0.0,5.0);
|
|
|
|
|
glPolygonOffset(0.0,30.0);
|
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
|
|
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
|
|
|
|
|
|
glDepthMask( false );
|
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
|
|
|
|
|
|
SceneryObject_map::iterator iSceneryObject;
|
|
|
|
|
// compute shadows for each objects
|
|
|
|
@ -714,13 +704,6 @@ void SGShadowVolume::computeShadows(void) {
|
|
|
|
|
an_occluder->computeShadows();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// now the stencil contains 0 for scenery in light and != 0 for parts in shadow
|
|
|
|
|
// draw a quad covering the screen, the stencil will be the mask
|
|
|
|
|
// we darken the shadowed parts
|
|
|
|
|
glStencilFunc(GL_NOTEQUAL, 0, ~0);
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
|
glColorMask(1, 1, 1, 1);
|
|
|
|
|
|
|
|
|
|
glMatrixMode ( GL_PROJECTION ) ;
|
|
|
|
|
glPushMatrix () ;
|
|
|
|
@ -734,55 +717,112 @@ void SGShadowVolume::computeShadows(void) {
|
|
|
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glDisable(GL_CULL_FACE);
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// glBindTexture(GL_TEXTURE_2D, 0);
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glPolygonMode(GL_FRONT, GL_FILL);
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glEnable(GL_ALPHA);
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glAlphaFunc(GL_GREATER, 0.0f);
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glEnable(GL_BLEND);
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glColor4f(0.0, 0.0, 0.0, sgLerp(0.1, 0.3, dot_light) );
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// fixed value is better, the previous line is surely wrong
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glColor4f(0.0, 0.0, 0.0, 0.3 );
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// glColor4f(1.0, 0.0, 0.0, 0.5);
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glRectf(-100,-100,100,100);
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if( use_alpha ) {
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// there is a flaw in the Roettger paper, this does not work for some geometry
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// where we increment (multiply) the buffer a few times then we
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// decrement (divide) a few times. Decrementing more then once will give a
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// non shadowed parts with mask value < 0.25 because the incrementation was
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// clamped
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// Solution : don't use a start value as high as 0.25 but the smallest value
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// posible ie 1/256. This is not a general solution, a stencil buffer will
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// support 255 incrementation before clamping, the alpha mask only 7.
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// => that still does not work with our geometry so use subtractive blend
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// clamp mask = {0,16,32,64,...} => {0,16,16,16,...}
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glBlendEquation( GL_MIN_EXT );
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glBlendFunc( GL_DST_COLOR, GL_ONE );
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glColor4ub(1, 1, 1, 16);
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glRectf(-100,-100,100,100);
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// scale mask = {0,16} => {0,64}
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glBlendEquation( GL_FUNC_ADD );
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glBlendFunc( GL_DST_COLOR, GL_ONE );
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glRectf(-100,-100,100,100);
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glRectf(-100,-100,100,100);
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// negate mask => {0,64} => {255, 191}
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glBlendFunc( GL_ONE_MINUS_DST_COLOR, GL_ZERO );
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glRectf(-100,-100,100,100);
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// apply mask
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glColorMask(1, 1, 1, 1);
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glBlendFunc( GL_ZERO, GL_DST_ALPHA );
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glColor4f(1.0f, 0.5f, 0.2f, 1.0f);
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glRectf(-100,-100,100,100);
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} else {
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|
// now the stencil contains 0 for scenery in light and != 0 for parts in shadow
|
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// draw a quad covering the screen, the stencil will be the mask
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// we darken the shadowed parts
|
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glColorMask(1, 1, 1, 1);
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glStencilFunc(GL_NOTEQUAL, 0, ~0);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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|
glEnable(GL_STENCIL_TEST);
|
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|
glEnable(GL_ALPHA);
|
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|
|
glAlphaFunc(GL_GREATER, 0.0f);
|
|
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|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
|
|
|
|
glColor4f(0.0, 0.0, 0.0, sgLerp(0.1, 0.3, dot_light) );
|
|
|
|
|
// fixed value is better, the previous line is surely wrong
|
|
|
|
|
glColor4f(0.0, 0.0, 0.0, 0.3 );
|
|
|
|
|
glRectf(-100,-100,100,100);
|
|
|
|
|
}
|
|
|
|
|
glMatrixMode ( GL_PROJECTION ) ;
|
|
|
|
|
glPopMatrix () ;
|
|
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|
|
glMatrixMode ( GL_MODELVIEW ) ;
|
|
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|
|
glPopMatrix () ;
|
|
|
|
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|
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
|
glPopClientAttrib ( ) ;
|
|
|
|
|
glPopAttrib();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SGShadowVolume::SGShadowVolume() :
|
|
|
|
|
init_done( false ),
|
|
|
|
|
shadows_enabled( false ),
|
|
|
|
|
frameNumber( 0 )
|
|
|
|
|
frameNumber( 0 ),
|
|
|
|
|
lastTraverseTreeFrame ( 0 )
|
|
|
|
|
{
|
|
|
|
|
states = this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SGShadowVolume::~SGShadowVolume() {
|
|
|
|
|
// sceneryObjects.erase();
|
|
|
|
|
SceneryObject_map::iterator iSceneryObject;
|
|
|
|
|
for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); ) {
|
|
|
|
|
delete iSceneryObject->second;
|
|
|
|
|
iSceneryObject = sceneryObjects.erase( iSceneryObject );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SGShadowVolume::init(SGPropertyNode *sim_rendering_options) {
|
|
|
|
|
init_done = true;
|
|
|
|
|
shadows_enabled = true;
|
|
|
|
|
sim_rendering = sim_rendering_options;
|
|
|
|
|
int stencilBits = 0, alphaBits = 0;
|
|
|
|
|
glGetIntegerv( GL_STENCIL_BITS, &stencilBits );
|
|
|
|
|
glGetIntegerv( GL_ALPHA_BITS, &alphaBits );
|
|
|
|
|
bool hasSubtractiveBlend = SGIsOpenGLExtensionSupported("GL_EXT_blend_subtract");
|
|
|
|
|
bool hasMinMaxBlend = SGIsOpenGLExtensionSupported("GL_EXT_blend_minmax");
|
|
|
|
|
if( hasSubtractiveBlend )
|
|
|
|
|
glBlendEquation = (glBlendEquationProc ) SGLookupFunction("glBlendEquationEXT");
|
|
|
|
|
canDoAlpha = (alphaBits >= 8) && hasSubtractiveBlend && hasMinMaxBlend;
|
|
|
|
|
canDoStencil = (stencilBits >= 3);
|
|
|
|
|
if( !canDoStencil )
|
|
|
|
|
if( canDoAlpha )
|
|
|
|
|
SG_LOG(SG_ALL, SG_WARN, "SGShadowVolume:no stencil buffer, using alpha buffer");
|
|
|
|
|
else
|
|
|
|
|
SG_LOG(SG_ALL, SG_WARN, "SGShadowVolume:no stencil buffer and no alpha buffer");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SGShadowVolume::startOfFrame(void) {
|
|
|
|
|
}
|
|
|
|
|
void SGShadowVolume::deleteOccluderFromTile(ssgBranch *tile) {
|
|
|
|
|
SceneryObject_map::iterator iSceneryObject, iPrevious;
|
|
|
|
|
iPrevious = sceneryObjects.begin();
|
|
|
|
|
for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); iSceneryObject++ ) {
|
|
|
|
|
SceneryObject_map::iterator iSceneryObject;
|
|
|
|
|
for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); ) {
|
|
|
|
|
if( iSceneryObject->second->tile == tile ) {
|
|
|
|
|
delete iSceneryObject->second;
|
|
|
|
|
sceneryObjects.erase( iSceneryObject );
|
|
|
|
|
iSceneryObject = iPrevious;
|
|
|
|
|
iSceneryObject = sceneryObjects.erase( iSceneryObject );
|
|
|
|
|
}
|
|
|
|
|
iPrevious = iSceneryObject;
|
|
|
|
|
else
|
|
|
|
|
iSceneryObject++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -828,6 +868,9 @@ void SGShadowVolume::setupShadows( double lon, double lat,
|
|
|
|
|
shadowsDebug_enabled = sim_rendering->getBoolValue("shadows-debug", false);
|
|
|
|
|
// shadows_enabled = sim_rendering->getBoolValue("shadows", false);
|
|
|
|
|
shadows_enabled = shadowsAC_enabled || shadowsAI_enabled || shadowsTO_enabled;
|
|
|
|
|
shadows_enabled &= canDoAlpha || canDoStencil;
|
|
|
|
|
use_alpha = ((!canDoStencil) || sim_rendering->getBoolValue("shadows-alpha", false)) &&
|
|
|
|
|
canDoAlpha;
|
|
|
|
|
|
|
|
|
|
if( ! shadows_enabled )
|
|
|
|
|
return;
|
|
|
|
@ -876,7 +919,6 @@ void SGShadowVolume::setupShadows( double lon, double lat,
|
|
|
|
|
sgPreMultMat4( TRANSFORM, GST );
|
|
|
|
|
sgPreMultMat4( TRANSFORM, RA );
|
|
|
|
|
sgPreMultMat4( TRANSFORM, DEC );
|
|
|
|
|
// sgSetVec3( sunPos, 0.0, 99000.0, 0.0);
|
|
|
|
|
sgSetVec3( sunPos, 0.0, 9900000.0, 0.0);
|
|
|
|
|
sgXformPnt3( sunPos, TRANSFORM );
|
|
|
|
|
}
|
|
|
|
|