Created
June 2, 2017 16:42
-
-
Save tikotus/c40fdbf8086150aa50d03cd1b1837033 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# FRAME 8 | |
521 eglWaitGL() | |
522 eglSwapBuffers(dpy=0x1, surface=0x6263e370) | |
523 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=2) | |
# RENDER SHADOWMAP | |
524 glClearDepthf(d=1.0) | |
525 glDisable(cap=GL_SCISSOR_TEST) | |
526 glDepthMask(flag=GL_TRUE) | |
527 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE) | |
528 glClearColor(red=1.0, green=1.0, blue=1.0, alpha=1.0) | |
529 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>) | |
530 glEnable(cap=GL_DEPTH_TEST) | |
531 glDepthMask(flag=GL_TRUE) | |
532 glDepthFunc(func=GL_LEQUAL) | |
533 glCullFace(mode=GL_BACK) | |
534 glDisable(cap=GL_BLEND) | |
535 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=5) | |
536 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=4) | |
537 glUseProgram(program=9) | |
538 glEnableVertexAttribArray(index=0) | |
539 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL) | |
540 glUniformMatrix4fv(location=0, count=1, transpose=GL_FALSE, value=[-0.123653576, 0.014873471, 0.033839993, 0.0, -4.725164E-16, 0.19600774, -0.018351475, 0.0, 0.049875576, 0.03687492, 0.083897494, 0.0, 1.4123575E-6, -0.2613445, 0.6067996, 1.0]) | |
541 glDrawElements(mode=GL_TRIANGLES, count=24462, type=GL_UNSIGNED_SHORT, indices=NULL) | |
542 glDisableVertexAttribArray(index=0) | |
# RENDER SCENE | |
543 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0) | |
544 glDepthMask(flag=GL_TRUE) | |
545 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE) | |
546 glClearColor(red=0.9, green=0.3, blue=0.2, alpha=1.0) | |
547 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>) | |
548 glDepthMask(flag=GL_TRUE) | |
549 glDepthFunc(func=GL_LEQUAL) | |
550 glCullFace(mode=GL_BACK) | |
551 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=7) | |
552 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=6) | |
553 glUseProgram(program=12) | |
554 glEnableVertexAttribArray(index=1) | |
555 glVertexAttribPointer(index=1, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL) | |
556 glEnableVertexAttribArray(index=0) | |
557 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0xc) | |
558 glEnableVertexAttribArray(index=2) | |
559 glVertexAttribPointer(index=2, size=2, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0x18) | |
560 glUniform3f(location=0, v0=0.3665995, v1=-0.1988078, v2=0.9088896) | |
561 glUniformMatrix4fv(location=1, count=1, transpose=GL_FALSE, value=[-0.04121786, 0.0049578235, 0.011279997, 0.0, 0.0, 0.065335914, -0.006117158, 0.0, 0.016625192, 0.01229164, 0.02796583, 0.0, 1.3020307E-6, 0.32667875, 0.5517452, 1.0]) | |
562 glUniformMatrix3fv(location=2, count=1, transpose=GL_FALSE, value=[0.33333334, -0.0, 0.0, -0.0, 0.33333334, -0.0, 0.0, -0.0, 0.33333334]) | |
563 glUniformMatrix4fv(location=3, count=1, transpose=GL_FALSE, value=[-2.83523, -0.02424354, 0.53434634, 0.37404245, 1.4236085E-9, 5.670912, 0.016325539, 0.011427877, 1.1435881, -0.060105566, 1.3247733, 0.9273413, 1.0498257E-4, 28.35454, 63.659603, 70.06172]) | |
564 glUniformMatrix4fv(location=4, count=1, transpose=GL_FALSE, value=[3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, -9.0, 0.0, 1.0]) | |
565 glUniform3f(location=5, v0=0.2, v1=0.2, v2=1.0) | |
566 glUniform1f(location=6, v0=0.2) | |
567 glUniform1f(location=7, v0=0.7) | |
568 glUniform3f(location=8, v0=1.5, v1=0.7, v2=0.7) | |
569 glActiveTexture(texture=GL_TEXTURE0) | |
570 glBindTexture(target=GL_TEXTURE_2D, texture=13) # bind shadowmap FBO's depth texture | |
571 glUniform1i(location=9, v0=0) | |
572 glActiveTexture(texture=GL_TEXTURE1) | |
573 glBindTexture(target=GL_TEXTURE_2D, texture=7) | |
574 glUniform1i(location=10, v0=1) | |
575 glDrawElements(mode=GL_TRIANGLES, count=65535, type=GL_UNSIGNED_SHORT, indices=NULL) | |
576 glDisableVertexAttribArray(index=1) | |
577 glDisableVertexAttribArray(index=0) | |
578 glDisableVertexAttribArray(index=2) | |
579 glActiveTexture(texture=GL_TEXTURE2) | |
580 glBindTexture(target=GL_TEXTURE_2D, texture=0) | |
581 glActiveTexture(texture=GL_TEXTURE2) | |
582 glBindTexture(target=GL_TEXTURE_2D, texture=0) | |
583 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0) | |
# FRAME 9 | |
584 eglWaitNative(engine=EGL_CORE_NATIVE_ENGINE) | |
585 eglWaitGL() | |
586 eglSwapBuffers(dpy=0x1, surface=0x6263e370) | |
# RENDER SHADOWMAP | |
587 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=2) | |
588 glClearDepthf(d=1.0) | |
589 glDisable(cap=GL_SCISSOR_TEST) | |
590 glDepthMask(flag=GL_TRUE) | |
591 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE) | |
592 glClearColor(red=1.0, green=1.0, blue=1.0, alpha=1.0) | |
593 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>) | |
594 glEnable(cap=GL_DEPTH_TEST) | |
595 glDepthMask(flag=GL_TRUE) | |
596 glDepthFunc(func=GL_LEQUAL) | |
597 glCullFace(mode=GL_BACK) | |
598 glDisable(cap=GL_BLEND) | |
599 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=5) | |
600 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=4) | |
601 glUseProgram(program=9) | |
602 glEnableVertexAttribArray(index=0) | |
603 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL) | |
604 glUniformMatrix4fv(location=0, count=1, transpose=GL_FALSE, value=[-0.123608604, 0.014906709, 0.033915572, 0.0, -4.735718E-16, 0.19600774, -0.018351499, 0.0, 0.049986977, 0.03686155, 0.08386697, 0.0, 4.352897E-6, -0.26134336, 0.6067997, 1.0]) | |
605 glDrawElements(mode=GL_TRIANGLES, count=24462, type=GL_UNSIGNED_SHORT, indices=NULL) | |
606 glDisableVertexAttribArray(index=0) | |
# RENDER SCENE | |
607 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0) | |
608 glDepthMask(flag=GL_TRUE) | |
609 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE) | |
610 glClearColor(red=0.9, green=0.3, blue=0.2, alpha=1.0) | |
611 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT>) | |
612 glDepthMask(flag=GL_TRUE) | |
613 glDepthFunc(func=GL_LEQUAL) | |
614 glCullFace(mode=GL_BACK) | |
615 glBindBuffer(target=GL_ARRAY_BUFFER, buffer=7) | |
616 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER, buffer=6) | |
617 glUseProgram(program=12) | |
618 glEnableVertexAttribArray(index=1) | |
619 glVertexAttribPointer(index=1, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=NULL) | |
620 glEnableVertexAttribArray(index=0) | |
621 glVertexAttribPointer(index=0, size=3, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0xc) | |
622 glEnableVertexAttribArray(index=2) | |
623 glVertexAttribPointer(index=2, size=2, type=GL_FLOAT, normalized=GL_FALSE, stride=32, pointer=0x18) | |
624 glUniform3f(location=0, v0=0.36741737, v1=-0.1988078, v2=0.90855926) | |
625 glUniformMatrix4fv(location=1, count=1, transpose=GL_FALSE, value=[-0.04120287, 0.004968903, 0.011305191, 0.0, 0.0, 0.065335914, -0.0061171665, 0.0, 0.016662326, 0.012287184, 0.027955655, 0.0, 4.242528E-6, 0.3266799, 0.5517452, 1.0]) | |
626 glUniformMatrix3fv(location=2, count=1, transpose=GL_FALSE, value=[0.33333334, -0.0, 0.0, -0.0, 0.33333334, -0.0, 0.0, -0.0, 0.33333334]) | |
627 glUniformMatrix4fv(location=3, count=1, transpose=GL_FALSE, value=[-2.834201, -0.024297517, 0.5355365, 0.37487558, 0.0, 5.6709113, 0.016325522, 0.011427865, 1.1461353, -0.0600837, 1.3242923, 0.9270046, -2.0409984E-4, 28.354544, 63.659595, 70.061714]) | |
628 glUniformMatrix4fv(location=4, count=1, transpose=GL_FALSE, value=[3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, -9.0, 0.0, 1.0]) | |
629 glUniform3f(location=5, v0=0.2, v1=0.2, v2=1.0) | |
630 glUniform1f(location=6, v0=0.2) | |
631 glUniform1f(location=7, v0=0.7) | |
632 glUniform3f(location=8, v0=1.5, v1=0.7, v2=0.7) | |
633 glActiveTexture(texture=GL_TEXTURE0) | |
634 glBindTexture(target=GL_TEXTURE_2D, texture=13) # bind shadowmap FBO's depth texture | |
635 glUniform1i(location=9, v0=0) | |
636 glActiveTexture(texture=GL_TEXTURE1) | |
637 glBindTexture(target=GL_TEXTURE_2D, texture=7) | |
638 glUniform1i(location=10, v0=1) | |
639 glDrawElements(mode=GL_TRIANGLES, count=65535, type=GL_UNSIGNED_SHORT, indices=NULL) | |
640 glDisableVertexAttribArray(index=1) | |
641 glDisableVertexAttribArray(index=0) | |
642 glDisableVertexAttribArray(index=2) | |
643 glActiveTexture(texture=GL_TEXTURE2) | |
644 glBindTexture(target=GL_TEXTURE_2D, texture=0) | |
645 glActiveTexture(texture=GL_TEXTURE2) | |
646 glBindTexture(target=GL_TEXTURE_2D, texture=0) | |
647 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=0) | |
648 eglWaitNative(engine=EGL_CORE_NATIVE_ENGINE) | |
649 eglWaitGL() | |
650 eglSwapBuffers(dpy=0x1, surface=0x6263e370) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment