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/*
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 *  RenderPass.cpp
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 *
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 *  Copyright (c) 2012, Neil Mendoza, http://www.neilmendoza.com
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 *  All rights reserved. 
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 *  
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 *  Redistribution and use in source and binary forms, with or without 
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 *  modification, are permitted provided that the following conditions are met: 
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 *  
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 *  * Redistributions of source code must retain the above copyright notice, 
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 *    this list of conditions and the following disclaimer. 
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 *  * Redistributions in binary form must reproduce the above copyright 
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 *    notice, this list of conditions and the following disclaimer in the 
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 *    documentation and/or other materials provided with the distribution. 
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 *  * Neither the name of Neil Mendoza nor the names of its contributors may be used 
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 *    to endorse or promote products derived from this software without 
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 *    specific prior written permission. 
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 *  
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 *  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
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 *  AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
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 *  IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
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 *  ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
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 *  LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
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 *  CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
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 *  SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
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 *  INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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 *  CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
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 *  ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
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 *  POSSIBILITY OF SUCH DAMAGE. 
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 *
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 */
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#include "RenderPass.h"
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namespace itg
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{
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    RenderPass::RenderPass(const ofVec2f& aspect, bool arb, const string& name) :
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#ifdef _ITG_TWEAKABLE
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        aspect(aspect), enabled(true), arb(arb), Tweakable(name)
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    {
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        addParameter("enable", enabled);
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#else
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        aspect(aspect), enabled(true), arb(arb), name(name)
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    {
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#endif
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    }
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    void RenderPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depth)
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    {
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        render(readFbo, writeFbo);
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    }
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    void RenderPass::texturedQuad(float x, float y, float width, float height, float s, float t)
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    {
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        // TODO: change to triangle fan/strip
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        glBegin(GL_QUADS);
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        glTexCoord2f(0, 0);
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        glVertex3f(x, y, 0);
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        glTexCoord2f(s, 0);
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        glVertex3f(x + width, y, 0);
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        glTexCoord2f(s, t);
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        glVertex3f(x + width, y + height, 0);
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        glTexCoord2f(0, t);
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        glVertex3f(x, y + height, 0);
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        glEnd();
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    }
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}
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