framework2

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/*
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 *  Generic.cpp
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 *
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 *  Copyright (c) 2013, satcy, http://satcy.net, 2023, Constantine Tarasenkov
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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 "GenericPass.h"
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#include "ofMain.h"
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namespace itg
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{
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    GenericPass::GenericPass(const ofVec2f& aspect, bool arb, const char * customVertexShader, const char * customFragmentShader) :
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        RenderPass(aspect, arb, "GenericPass")
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    {
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        string vertShaderSrc = "";
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        string fragShaderSrc = "";
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        if (customVertexShader != NULL) {
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          vertShaderSrc = customVertexShader;
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        }
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        if (customFragmentShader != NULL) {
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          fragShaderSrc = customFragmentShader;
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        }
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        if (customVertexShader != NULL) { shader.setupShaderFromSource(GL_VERTEX_SHADER, vertShaderSrc); }
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        shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
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        shader.linkProgram();
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    }
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    void GenericPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depthTex)
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    {
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        writeFbo.begin();
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        shader.begin();
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        shader.setUniformTexture("tColor", readFbo.getTexture(), 0);
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        shader.setUniformTexture("tDepth", depthTex, 1);
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        shader.setUniform2f("colorDimensions", readFbo.getWidth(), readFbo.getHeight());
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        shader.setUniform2f("writeDimensions", writeFbo.getWidth(), writeFbo.getHeight());
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        shader.setUniform1f("time", ofGetElapsedTimef());
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        shader.setUniform1f("parameter0", parameter0);
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        shader.setUniform1f("parameter1", parameter1);
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        shader.setUniform1f("parameter2", parameter2);
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        shader.setUniform1f("parameter3", parameter3);
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        shader.setUniform1f("parameter4", parameter4);
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        shader.setUniform1f("parameter5", parameter5);
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        shader.setUniform1f("parameter6", parameter6);
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        shader.setUniform1f("parameter7", parameter7);
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        shader.setUniform1f("parameter8", parameter8);
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        shader.setUniform1f("parameter9", parameter9);
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        shader.setUniform1f("parameter10", parameter10);
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        shader.setUniform1f("parameter11", parameter11);
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        shader.setUniform1f("parameter12", parameter12);
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        shader.setUniform1f("parameter13", parameter13);
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        shader.setUniform1f("parameter14", parameter14);
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        shader.setUniform1f("parameter15", parameter15);
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        texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
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        shader.end();
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        writeFbo.end();
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    }
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}

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