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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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c3b3db07f1
--HG-- branch : develop
426 lines
13 KiB
C++
426 lines
13 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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// NEL3D
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_camera.h"
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//3D
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#include "nel/3d/driver_user.h"
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#include "nel/3d/texture_bloom.h"
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#include "nel/3d/texture_user.h"
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#include "nel/3d/bloom_effect.h"
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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// vertex program used to blur texture
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static const char *TextureOffset =
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"!!VP1.0 \n\
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MOV o[COL0].x, c[8].x; \n\
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MOV o[COL0].y, c[8].y; \n\
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MOV o[COL0].z, c[8].z; \n\
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MOV o[COL0].w, c[8].w; \n\
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MOV o[HPOS].x, v[OPOS].x; \n\
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MOV o[HPOS].y, v[OPOS].y; \n\
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MOV o[HPOS].z, v[OPOS].z; \n\
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MOV o[HPOS].w, c[9].w; \n\
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ADD o[TEX0], v[TEX0], c[10]; \n\
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ADD o[TEX1], v[TEX0], c[11]; \n\
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ADD o[TEX2], v[TEX0], c[12]; \n\
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ADD o[TEX3], v[TEX0], c[13]; \n\
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END \n";
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static NLMISC::CSmartPtr<CVertexProgram> TextureOffsetVertexProgram;
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//-----------------------------------------------------------------------------------------------------------
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CBloomEffect::CBloomEffect()
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{
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if (!TextureOffsetVertexProgram)
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{
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TextureOffsetVertexProgram = new CVertexProgram(TextureOffset);
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}
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_Driver = NULL;
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_Scene = NULL;
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_SquareBloom = true;
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_DensityBloom = 128;
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_Init = false;
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_BlurFinalTex = NULL;
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_BlurHorizontalTex = NULL;
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}
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//-----------------------------------------------------------------------------------------------------------
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CBloomEffect::~CBloomEffect()
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{
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if (_Init)
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{
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if (!_DisplayBlurMat.empty())
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{
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if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
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}
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if (!_DisplaySquareBlurMat.empty())
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{
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if (_Driver) _Driver->deleteMaterial(_DisplaySquareBlurMat);
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}
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if (!_BlurMat.empty())
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{
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if (_Driver) _Driver->deleteMaterial(_BlurMat);
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}
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}
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}
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::init()
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{
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if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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return;
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CDriverUser *dru = static_cast<CDriverUser *>(_Driver);
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IDriver *drv = dru->getDriver();
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_BlurWidth = 256;
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_BlurHeight = 256;
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// initialize blur material
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_BlurMat = _Driver->createMaterial();
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CMaterial * matObject = _BlurMat.getObjectPtr();
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_BlurMat.initUnlit();
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_BlurMat.setColor(CRGBA::White);
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_BlurMat.setBlend (false);
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_BlurMat.setAlphaTest (false);
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matObject->setBlendFunc (CMaterial::one, CMaterial::zero);
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matObject->setZWrite(false);
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matObject->setZFunc(CMaterial::always);
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matObject->setDoubleSided(true);
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// initialize stages of fixed pipeline
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CRGBA constantCol1(85, 85, 85, 85);
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CRGBA constantCol2(43, 43, 43, 43);
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// stage 0
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matObject->texConstantColor(0, constantCol1);
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matObject->texEnvOpRGB(0, CMaterial::Modulate);
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matObject->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObject->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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// stage 1
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matObject->texConstantColor(1, constantCol2);
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matObject->texEnvOpRGB(1, CMaterial::Mad);
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matObject->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
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matObject->texEnvArg1RGB(1, CMaterial::Constant, CMaterial::SrcColor);
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matObject->texEnvArg2RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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// stage 2
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matObject->texConstantColor(2, constantCol1);
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matObject->texEnvOpRGB(2, CMaterial::Mad);
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matObject->texEnvArg0RGB(2, CMaterial::Texture, CMaterial::SrcColor);
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matObject->texEnvArg1RGB(2, CMaterial::Constant, CMaterial::SrcColor);
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matObject->texEnvArg2RGB(2, CMaterial::Previous, CMaterial::SrcColor);
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// stage 3
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matObject->texConstantColor(3, constantCol2);
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matObject->texEnvOpRGB(3, CMaterial::Mad);
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matObject->texEnvArg0RGB(3, CMaterial::Texture, CMaterial::SrcColor);
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matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
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matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
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// initialize linear blur material
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_DisplayBlurMat = _Driver->createMaterial();
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CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
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_DisplayBlurMat.initUnlit();
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_DisplayBlurMat.setColor(CRGBA::White);
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matObjectFinal->setBlend(true);
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matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
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matObjectFinal->setZWrite(false);
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setDoubleSided(true);
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// matObjectFinal->setTexture(0, _BlurFinalTex);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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// initialize square blur material
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_DisplaySquareBlurMat = _Driver->createMaterial();
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matObjectFinal = _DisplaySquareBlurMat.getObjectPtr();
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_DisplaySquareBlurMat.initUnlit();
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_DisplaySquareBlurMat.setColor(CRGBA::White);
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matObjectFinal->setBlend(true);
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matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
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matObjectFinal->setZWrite(false);
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setDoubleSided(true);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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// initialize quads
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_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
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_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
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_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
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if (drv->textureCoordinateAlternativeMode())
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{
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_BlurQuad.Uv0 = CUV(0.f, 1.f);
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_BlurQuad.Uv1 = CUV(1.f, 1.f);
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_BlurQuad.Uv2 = CUV(1.f, 0.f);
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_BlurQuad.Uv3 = CUV(0.f, 0.f);
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}
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else
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{
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_BlurQuad.Uv0 = CUV(0.f, 0.f);
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_BlurQuad.Uv1 = CUV(1.f, 0.f);
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_BlurQuad.Uv2 = CUV(1.f, 1.f);
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_BlurQuad.Uv3 = CUV(0.f, 1.f);
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}
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_Init = true;
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}
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::applyBloom()
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{
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if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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return;
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// don't activate bloom when PolygonMode is different from Filled
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if (_Driver->getPolygonMode() != UDriver::Filled) return;
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if (_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
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return;
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if (!_Init)
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init();
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CDriverUser *dru = static_cast<CDriverUser *>(_Driver);
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IDriver *drv = dru->getDriver();
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// backup
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bool fogEnabled = _Driver->fogEnabled();
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_Driver->enableFog(false);
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NL3D::ITexture *renderTarget = drv->getRenderTarget();
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nlassert(renderTarget);
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nlassert(renderTarget->isBloomTexture());
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uint width = renderTarget->getWidth();
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uint height = renderTarget->getHeight();
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bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
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nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
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if (width >= 256) _BlurWidth = 256;
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else _BlurWidth = raiseToNextPowerOf2(width) / 2;
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if (height >= 256) _BlurHeight = 256;
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else _BlurHeight = raiseToNextPowerOf2(height) / 2;
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nlassert(!_BlurFinalTex);
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_BlurFinalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
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nlassert(!_BlurHorizontalTex);
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_BlurHorizontalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
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_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex->getITexture());
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CTextureUser texNull;
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dru->setRenderTarget(texNull);
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// Stretch original render target into blur texture
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CTextureUser txt1(renderTarget);
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CTextureUser txt2(_BlurFinalTex->getITexture());
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CRect rect1(0, 0, width, height);
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CRect rect2(0, 0, _BlurWidth, _BlurHeight);
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dru->stretchRect(_Scene, txt1, rect1, txt2, rect2);
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_Driver->setMatrixMode2D11();
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// horizontal blur pass
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doBlur(true);
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// vertical blur pass
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doBlur(false);
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// apply blur with a blend operation
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drv->setRenderTarget(renderTarget);
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_Driver->setMatrixMode2D11();
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applyBlur();
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// cleanup material texture references
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_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
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_BlurMat.getObjectPtr()->setTexture(0, NULL);
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_BlurMat.getObjectPtr()->setTexture(1, NULL);
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_BlurMat.getObjectPtr()->setTexture(2, NULL);
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_BlurMat.getObjectPtr()->setTexture(3, NULL);
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// restore
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_Driver->enableFog(fogEnabled);
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// recycle render targets
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_Driver->getRenderTargetManager().recycleRenderTarget(_BlurFinalTex);
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_BlurFinalTex = NULL;
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_Driver->getRenderTargetManager().recycleRenderTarget(_BlurHorizontalTex);
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_BlurHorizontalTex = NULL;
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}
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::applyBlur()
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{
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NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
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// initialize vertex program
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drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
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drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
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drvInternal->setUniform4f(IDriver::VertexProgram, 9, 0.0f, 0.f, 0.f, 1.f);
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// initialize blur material
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UMaterial displayBlurMat;
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if(_SquareBloom)
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{
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displayBlurMat = _DisplaySquareBlurMat;
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}
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else
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{
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displayBlurMat = _DisplayBlurMat;
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}
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CMaterial * matObjectFinal = displayBlurMat.getObjectPtr();
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uint8 d = _DensityBloom;
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CRGBA constCoeff(d, d, d, d);
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matObjectFinal->texConstantColor(0, constCoeff);
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// display quad
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_Driver->drawQuad(_BlurQuad, displayBlurMat);
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// disable vertex program
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drvInternal->activeVertexProgram(NULL);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::doBlur(bool horizontalBlur)
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{
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CVector2f blurVec;
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ITexture * startTexture;
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ITexture * endTexture;
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// set displayed texture and render target texture of the pass
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if (horizontalBlur)
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{
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blurVec = CVector2f(1.f, 0.f);
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startTexture = _BlurFinalTex->getITexture();
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endTexture = _BlurHorizontalTex->getITexture();
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}
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else
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{
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blurVec = CVector2f(0.f, 1.f);
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startTexture = _BlurHorizontalTex->getITexture();
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endTexture = _BlurFinalTex->getITexture();
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}
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NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
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CTextureUser txt(endTexture);
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// initialize render target
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if(!((CDriverUser *) _Driver)->setRenderTarget(txt, 0, 0, _BlurWidth, _BlurHeight))
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{
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nlwarning("setRenderTarget return false with blur texture for bloom effect\n");
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return;
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}
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_Driver->setMatrixMode2D11();
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// initialize vertex program
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drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
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drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
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drvInternal->setUniform4f(IDriver::VertexProgram, 9, 0.0f, 0.f, 0.f, 1.f);
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// set several decal constants in order to obtain in the render target texture a mix of color
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// of a texel and its neighbored texels on the axe of the pass.
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float decalL, decal2L, decalR, decal2R;
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if (drvInternal->textureCoordinateAlternativeMode())
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{
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if (horizontalBlur)
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{
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decalL = 0.5f;
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decal2L = -0.5f;
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decalR = 1.5f;
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decal2R = 2.5f;
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}
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else
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{
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decalL = 0.0f;
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decal2L = -1.0f;
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decalR = 1.0f;
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decal2R = 2.0f;
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}
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}
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else
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{
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decalL = -0.5f;
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decal2L = -1.5f;
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decalR = 0.5f;
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decal2R = 1.5f;
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}
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drvInternal->setUniform2f(IDriver::VertexProgram, 10, (decalR/(float)_BlurWidth)*blurVec.x, (decalR/(float)_BlurHeight)*blurVec.y);
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drvInternal->setUniform2f(IDriver::VertexProgram, 11, (decal2R/(float)_BlurWidth)*blurVec.x, (decal2R/(float)_BlurHeight)*blurVec.y);
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drvInternal->setUniform2f(IDriver::VertexProgram, 12, (decalL/(float)_BlurWidth)*blurVec.x, (decalL/(float)_BlurHeight)*blurVec.y);
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drvInternal->setUniform2f(IDriver::VertexProgram, 13, (decal2L/(float)_BlurWidth)*blurVec.x, (decal2L/(float)_BlurHeight)*blurVec.y);
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// initialize material textures
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CMaterial * matObject = _BlurMat.getObjectPtr();
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matObject->setTexture(0, startTexture);
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matObject->setTexture(1, startTexture);
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matObject->setTexture(2, startTexture);
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matObject->setTexture(3, startTexture);
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// display
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_Driver->drawQuad(_BlurQuad, _BlurMat);
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// disable render target and vertex program
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drvInternal->activeVertexProgram(NULL);
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CTextureUser cu;
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((CDriverUser *)_Driver)->setRenderTarget(cu, 0, 0, 0, 0);
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}
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}; // NL3D
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