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https://github.com/lubosz/overte.git
synced 2025-04-14 14:46:55 +02:00
Move final blit into RenderDeferredTask
- Also changes color buffer clearing, such that anything run through Blit will now clear BUFFER_COLOR0 to 0,0,1,0. - Blit will always be added to RenderDeferredTask, but will only run if renderArgs._blitFramebuffer is set.
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4 changed files with 89 additions and 72 deletions
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@ -1207,23 +1207,12 @@ void Application::paintGL() {
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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renderArgs._blitFramebuffer = DependencyManager::get<FramebufferCache>()->getSelfieFramebuffer();
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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renderArgs._blitFramebuffer.reset();
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renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
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{
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float ratio = ((float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale());
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// Flip the src and destination rect horizontally to do the mirror
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auto mirrorRect = glm::ivec4(0, 0, _mirrorViewRect.width() * ratio, _mirrorViewRect.height() * ratio);
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auto mirrorRectDest = glm::ivec4(mirrorRect.z, mirrorRect.y, mirrorRect.x, mirrorRect.w);
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auto selfieFbo = DependencyManager::get<FramebufferCache>()->getSelfieFramebuffer();
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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batch.setFramebuffer(selfieFbo);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
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batch.blit(primaryFbo, mirrorRect, selfieFbo, mirrorRectDest);
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batch.setFramebuffer(nullptr);
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});
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}
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}
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{
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@ -1394,65 +1383,11 @@ void Application::paintGL() {
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renderArgs._context->setStereoProjections(eyeProjections);
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renderArgs._context->setStereoViews(eyeOffsets);
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}
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renderArgs._blitFramebuffer = finalFramebuffer;
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displaySide(&renderArgs, _myCamera);
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renderArgs._blitFramebuffer.reset();
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renderArgs._context->enableStereo(false);
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// Blit primary to final FBO
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auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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if (renderArgs._renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (displayPlugin->isStereo()) {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i srcRectLeft;
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srcRectLeft.z = size.width() / 2;
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srcRectLeft.w = size.height();
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gpu::Vec4i srcRectRight;
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srcRectRight.x = size.width() / 2;
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srcRectRight.z = size.width();
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srcRectRight.w = size.height();
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gpu::Vec4i destRectLeft;
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destRectLeft.x = srcRectLeft.z;
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destRectLeft.z = srcRectLeft.x;
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destRectLeft.y = srcRectLeft.y;
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destRectLeft.w = srcRectLeft.w;
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gpu::Vec4i destRectRight;
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destRectRight.x = srcRectRight.z;
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destRectRight.z = srcRectRight.x;
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destRectRight.y = srcRectRight.y;
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destRectRight.w = srcRectRight.w;
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batch.setFramebuffer(finalFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 1.0f, 0.0f));
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// BLit left to right and right to left in stereo
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batch.blit(primaryFbo, srcRectRight, finalFramebuffer, destRectLeft);
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batch.blit(primaryFbo, srcRectLeft, finalFramebuffer, destRectRight);
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});
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} else {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i srcRect;
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srcRect.z = size.width();
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srcRect.w = size.height();
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gpu::Vec4i destRect;
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destRect.x = size.width();
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destRect.y = 0;
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destRect.z = 0;
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destRect.w = size.height();
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batch.setFramebuffer(finalFramebuffer);
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batch.blit(primaryFbo, srcRect, finalFramebuffer, destRect);
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});
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}
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} else {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i rect;
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rect.z = size.width();
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rect.w = size.height();
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batch.setFramebuffer(finalFramebuffer);
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batch.blit(primaryFbo, rect, finalFramebuffer, rect);
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});
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}
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}
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// Overlay Composition, needs to occur after screen space effects have completed
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@ -126,6 +126,8 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.push_back(Job(new HitEffect::JobModel("HitEffect")));
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_jobs.back().setEnabled(false);
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_drawHitEffectJobIndex = (int)_jobs.size() -1;
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_jobs.push_back(Job(new Blit::JobModel("Blit")));
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}
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RenderDeferredTask::~RenderDeferredTask() {
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@ -385,6 +387,77 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
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args->_batch = nullptr;
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}
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void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->getArgs());
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assert(renderContext->getArgs()->_context);
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RenderArgs* renderArgs = renderContext->getArgs();
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auto blitFbo = renderArgs->_blitFramebuffer;
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if (!blitFbo) {
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return;
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}
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// Determine size from viewport
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int width = renderArgs->_viewport.z;
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int height = renderArgs->_viewport.w;
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// Blit primary to blit FBO
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
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batch.setFramebuffer(blitFbo);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 1.0f, 0.0f));
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if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (renderArgs->_context->isStereo()) {
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gpu::Vec4i srcRectLeft;
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srcRectLeft.z = width / 2;
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srcRectLeft.w = height;
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gpu::Vec4i srcRectRight;
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srcRectRight.x = width / 2;
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srcRectRight.z = width;
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srcRectRight.w = height;
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gpu::Vec4i destRectLeft;
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destRectLeft.x = srcRectLeft.z;
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destRectLeft.z = srcRectLeft.x;
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destRectLeft.y = srcRectLeft.y;
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destRectLeft.w = srcRectLeft.w;
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gpu::Vec4i destRectRight;
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destRectRight.x = srcRectRight.z;
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destRectRight.z = srcRectRight.x;
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destRectRight.y = srcRectRight.y;
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destRectRight.w = srcRectRight.w;
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// Blit left to right and right to left in stereo
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batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft);
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batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight);
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} else {
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gpu::Vec4i srcRect;
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srcRect.z = width;
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srcRect.w = height;
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gpu::Vec4i destRect;
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destRect.x = width;
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destRect.y = 0;
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destRect.z = 0;
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destRect.w = height;
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batch.blit(primaryFbo, srcRect, blitFbo, destRect);
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}
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} else {
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gpu::Vec4i rect;
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rect.z = width;
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rect.w = height;
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batch.blit(primaryFbo, rect, blitFbo, rect);
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}
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});
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}
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void RenderDeferredTask::setToneMappingExposure(float exposure) {
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if (_toneMappingJobIndex >= 0) {
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@ -90,6 +90,13 @@ public:
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typedef render::Job::Model<DrawOverlay3D> JobModel;
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};
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class Blit {
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public:
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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typedef render::Job::Model<Blit> JobModel;
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};
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class RenderDeferredTask : public render::Task {
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public:
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@ -24,6 +24,7 @@ namespace gpu {
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class Batch;
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class Context;
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class Texture;
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class Framebuffer;
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}
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class RenderDetails {
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@ -101,6 +102,7 @@ public:
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}
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std::shared_ptr<gpu::Context> _context = nullptr;
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std::shared_ptr<gpu::Framebuffer> _blitFramebuffer = nullptr;
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OctreeRenderer* _renderer = nullptr;
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ViewFrustum* _viewFrustum = nullptr;
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glm::ivec4 _viewport{ 0, 0, 1, 1 };
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