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  • Committer: Jay Taoko
  • Date: 2011-01-04 03:57:29 UTC
  • mfrom: (157.1.13 nux-holidays)
  • Revision ID: jay.taoko@canonical.com-20110104035729-0xh3iabo7e7dk371
* Added support to copy a texture from the current render target
* Blur, Color matrix, Exponent shaders
* Gaussian blur
* Bug fixes

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    // up the whole rendering by. If we setup a framebuffer instead, the client can never know the framebuffer
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    // we use fror the whole rendering. all we have to do is to copy the client framebuffer into the main framebuffer
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    // after the client as finished with the draw.
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    IntrusiveSP<IOpenGLFrameBufferObject>& GetWindowFrameBufferObject()
 
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    ObjectPtr<IOpenGLFrameBufferObject>& GetWindowFrameBufferObject()
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    {
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      return m_FrameBufferObject;
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    }
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    IntrusiveSP<IOpenGLFrameBufferObject> m_FrameBufferObject;
 
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    ObjectPtr<IOpenGLFrameBufferObject> m_FrameBufferObject;
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  private:
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    // We use Rectangle texture to attach to the framebuffer because some GPU like the Geforce FX 5600 do not
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    // have support for ARB_texture_non_power_of_two. However it does support ARB_texture_recatangle.
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    IntrusiveSP<IOpenGLBaseTexture> m_MainColorRT;
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    IntrusiveSP<IOpenGLBaseTexture> m_MainDepthRT;
 
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    ObjectPtr<IOpenGLBaseTexture> m_MainColorRT;
 
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    ObjectPtr<IOpenGLBaseTexture> m_MainDepthRT;
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    DrawAreaContext m_ctx;
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    bool m_IsClientAreaEnabled;