More code formatting
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@ -50,39 +50,44 @@ OPENGL_COMPOSITOR::~OPENGL_COMPOSITOR()
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clean();
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}
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void OPENGL_COMPOSITOR::SetAntialiasingMode( OPENGL_ANTIALIASING_MODE aMode )
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{
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m_currentAntialiasingMode = aMode;
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if(m_initialized)
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if( m_initialized )
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clean();
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}
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OPENGL_ANTIALIASING_MODE OPENGL_COMPOSITOR::GetAntialiasingMode() const
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{
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return m_currentAntialiasingMode;
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}
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void OPENGL_COMPOSITOR::Initialize()
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{
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if( m_initialized )
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return;
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switch(m_currentAntialiasingMode) {
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case OPENGL_ANTIALIASING_MODE::NONE:
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m_antialiasing.reset( new ANTIALIASING_NONE( this ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUBSAMPLE_HIGH:
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m_antialiasing.reset( new ANTIALIASING_SMAA( this, SMAA_QUALITY::HIGH ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUBSAMPLE_ULTRA:
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m_antialiasing.reset( new ANTIALIASING_SMAA( this, SMAA_QUALITY::ULTRA ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUPERSAMPLING_X2:
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m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X2 ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUPERSAMPLING_X4:
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m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X4 ) );
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break;
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switch( m_currentAntialiasingMode )
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{
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case OPENGL_ANTIALIASING_MODE::NONE:
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m_antialiasing.reset( new ANTIALIASING_NONE( this ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUBSAMPLE_HIGH:
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m_antialiasing.reset( new ANTIALIASING_SMAA( this, SMAA_QUALITY::HIGH ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUBSAMPLE_ULTRA:
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m_antialiasing.reset( new ANTIALIASING_SMAA( this, SMAA_QUALITY::ULTRA ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUPERSAMPLING_X2:
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m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X2 ) );
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break;
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case OPENGL_ANTIALIASING_MODE::SUPERSAMPLING_X4:
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m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X4 ) );
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break;
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}
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VECTOR2U dims = m_antialiasing->GetInternalBufferSize();
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@ -117,6 +122,8 @@ void OPENGL_COMPOSITOR::Initialize()
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void OPENGL_COMPOSITOR::Resize( unsigned int aWidth, unsigned int aHeight )
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{
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assert( aWidth > 0 && aHeight > 0 );
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if( m_initialized )
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clean();
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@ -126,11 +133,13 @@ void OPENGL_COMPOSITOR::Resize( unsigned int aWidth, unsigned int aHeight )
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m_height = aHeight;
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}
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unsigned int OPENGL_COMPOSITOR::CreateBuffer()
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{
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return m_antialiasing->CreateBuffer();
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}
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unsigned int OPENGL_COMPOSITOR::CreateBuffer( VECTOR2U aDimensions )
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{
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assert( m_initialized );
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@ -241,12 +250,14 @@ unsigned int OPENGL_COMPOSITOR::CreateBuffer( VECTOR2U aDimensions )
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return usedBuffers();
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}
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GLenum OPENGL_COMPOSITOR::GetBufferTexture( unsigned int aBufferHandle )
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{
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assert( aBufferHandle > 0 && aBufferHandle <= usedBuffers() );
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return m_buffers[aBufferHandle - 1].textureTarget;
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}
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void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
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{
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assert( m_initialized );
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@ -264,13 +275,14 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
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glViewport( 0, 0,
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m_buffers[m_curBuffer].dimensions.x, m_buffers[m_curBuffer].dimensions.y );
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} else {
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}
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else
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{
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glViewport( 0, 0, GetScreenSize().x, GetScreenSize().y );
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}
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}
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void OPENGL_COMPOSITOR::ClearBuffer()
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{
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assert( m_initialized );
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@ -279,26 +291,30 @@ void OPENGL_COMPOSITOR::ClearBuffer()
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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}
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VECTOR2U OPENGL_COMPOSITOR::GetScreenSize() const
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{
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return{ m_width, m_height };
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return { m_width, m_height };
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}
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void OPENGL_COMPOSITOR::Begin()
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{
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m_antialiasing->Begin();
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}
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void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
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{
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m_antialiasing->DrawBuffer( aBufferHandle );
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}
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void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aSourceHandle, unsigned int aDestHandle )
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{
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assert( m_initialized );
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assert( aSourceHandle != 0 && aSourceHandle <= usedBuffers() );
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assert (aDestHandle <= usedBuffers() );
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assert( aDestHandle <= usedBuffers() );
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// Switch to the destination buffer and blit the scene
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SetBuffer ( aDestHandle );
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@ -340,12 +356,15 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aSourceHandle, unsigned int aDe
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glPopMatrix();
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}
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void OPENGL_COMPOSITOR::Present()
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{
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m_antialiasing->Present();
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}
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void OPENGL_COMPOSITOR::bindFb( unsigned int aFb ) {
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void OPENGL_COMPOSITOR::bindFb( unsigned int aFb )
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{
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// Currently there are only 2 valid FBOs
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assert( aFb == DIRECT_RENDERING || aFb == m_mainFbo );
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@ -82,7 +82,8 @@ OPENGL_GAL::OPENGL_GAL( GAL_DISPLAY_OPTIONS& aDisplayOptions, wxWindow* aParent,
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++instanceCounter;
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// Check if OpenGL requirements are met
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// Check if OpenGL requirements are met. The test procedure also initializes a few parts
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// of the OpenGL backend (e.g. GLEW), so it is required that it is invoked before any GL calls.
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runTest();
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// Make VBOs use shaders
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@ -192,7 +193,7 @@ OPENGL_GAL::~OPENGL_GAL()
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void OPENGL_GAL::OnGalDisplayOptionsChanged( const GAL_DISPLAY_OPTIONS& aDisplayOptions )
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{
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if(options.gl_antialiasing_mode != compositor->GetAntialiasingMode())
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if( options.gl_antialiasing_mode != compositor->GetAntialiasingMode() )
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{
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compositor->SetAntialiasingMode( options.gl_antialiasing_mode );
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isFramebufferInitialized = false;
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@ -313,7 +314,7 @@ void OPENGL_GAL::BeginDrawing()
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// Something betreen BeginDrawing and EndDrawing seems to depend on
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// this texture unit being active, but it does not assure it itself.
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture( GL_TEXTURE0 );
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// Unbind buffers - set compositor for direct drawing
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compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
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@ -157,7 +157,7 @@ void SHADER::SetParameter( int parameterNumber, float f0, float f1, float f2, fl
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}
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int SHADER::GetAttribute( std::string aAttributeName ) const
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int SHADER::GetAttribute( const std::string& aAttributeName ) const
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{
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return glGetAttribLocation( programNumber, aAttributeName.c_str() );
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}
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@ -209,7 +209,7 @@ std::string SHADER::ReadSource( const std::string& aShaderSourceName )
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{
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// Open the shader source for reading
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std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in );
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std::string shaderSource;
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std::string shaderSource;
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if( !inputFile )
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throw std::runtime_error( "Can't read the shader source: " + aShaderSourceName );
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@ -90,7 +90,8 @@ public:
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virtual bool IsInitialized() const override { return IsShownOnScreen(); }
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///> @copydoc GAL::IsVisible()
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bool IsVisible() const override {
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bool IsVisible() const override
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{
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return IsShownOnScreen();
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}
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@ -190,7 +190,7 @@ public:
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* @param aAttributeName is the name of the attribute.
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* @return the location.
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*/
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int GetAttribute( std::string aAttributeName ) const;
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int GetAttribute( const std::string& aAttributeName ) const;
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/**
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* @brief Read the shader source file
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