219 lines
6.7 KiB
C++
219 lines
6.7 KiB
C++
/*
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QGLView
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Copyright (C) 2020 Ivan Pelipenko peri4ko@yandex.ru
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <QOpenGLExtraFunctions>
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#include "renderer_selection.h"
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#include "qglview.h"
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#include "glmesh.h"
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#include <qad_types.h>
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using namespace QGLEngineShaders;
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RendererSelection::RendererSelection(Renderer * r_): r(r_),
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fbo_selection(r->view, 6) {
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sel_frame = Primitive::plane(2., 2.);
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id_hover = 0;
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line_thick_ = 2.;
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scale_ = 0.5;
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}
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RendererSelection::~RendererSelection() {
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delete sel_frame;
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}
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void RendererSelection::init(int width, int height) {
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resize(width, height);
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}
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void RendererSelection::resize(int width, int height) {
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line_thick_ = lineThickness() + 1.;
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scale_ = 0.5 / appScale();
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fbo_selection.enablePixelBuffer();
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fbo_selection.resize(width * scale_, height * scale_);
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//fbo_selection.setColorTextureFiltering(sbrSrcHover , GL_LINEAR);
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//fbo_selection.setColorTextureFiltering(sbrSrcSelect, GL_LINEAR);
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}
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void RendererSelection::generateObjectsID(Scene & scene) {
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ids.clear();
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aim_ids.clear();
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QList<int> passes = scene.geometries_used.keys();
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foreach (int p, passes) {
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QMapIterator<Mesh*, ObjectBaseList> it(scene.geometries_used[p]);
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while (it.hasNext()) {
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it.next();
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foreach (ObjectBase * o, it.value()) {
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uint id = qHash(o);
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ids[id] = o;
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o->id_ = id;
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}
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}
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QMapIterator<int, QList<Light*>> lit(scene.lights_used);
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while (lit.hasNext()) {
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lit.next();
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foreach (ObjectBase * o, lit.value()) {
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uint id = qHash(o);
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ids[id] = o;
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aim_ids[id + 1] = o;
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o->id_ = id;
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}
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}
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foreach (Camera * o, scene.cameras_used) {
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uint id = qHash(o);
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ids[id] = o;
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aim_ids[id + 1] = o;
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o->id_ = id;
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}
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}
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}
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void RendererSelection::renderSelection(Scene & scene) {
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QOpenGLShaderProgram * prog = 0;
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QGLView * view = r->view;
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MouseController & mc(view->mouse);
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if (r->bindShader(Renderer::srSelectionFill, &prog)) {
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mc.hov_objects.clear();
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mc.hov_aims.clear();
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id_hover = 0;
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if (fbo_selection.queriedPoints() > 0) {
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if (fbo_selection.queriedPoints() == 1) {
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id_hover = fbo_selection.getPoint();
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ObjectBase * o = ids.value(id_hover);
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if (o)
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mc.hov_objects << o;
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else {
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o = aim_ids.value(id_hover);
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if (o)
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mc.hov_aims << o;
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}
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//qDebug() << id_hover;
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} else {
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QVector<uint> points = fbo_selection.getPointsByte();
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QSet<uint> ids_hover;
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foreach (uint i, points)
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ids_hover << i;
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foreach (uint i, ids_hover) {
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ObjectBase * o = ids.value(i);
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if (o) mc.hov_objects << o;
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o = aim_ids.value(i);
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if (o) mc.hov_aims << o;
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}
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//qDebug() << ids_hover;
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}
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}
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fbo_selection.bind();
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fbo_selection.setWriteBuffers();
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glEnableDepth();
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glClearFramebuffer(QColor(0,0,0,0));
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r->setUniformCamera(prog, view->camera());
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r->renderObjects(scene, rpSolid);
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r->renderObjects(scene, rpTransparent);
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view->glClear(GL_DEPTH_BUFFER_BIT);
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RendererService & rs(r->rend_service);
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rs.drawLights();
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rs.drawCameras();
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rs.drawCurrentHandleObjects();
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//mouse_rect = fbo_selection.rect();
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if (r->mouse_rect.isNull())
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fbo_selection.queryPoint(0, r->mouse_pos * scale_);
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else
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fbo_selection.queryPoints(0, QRect(r->mouse_rect.topLeft() * scale_,
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r->mouse_rect.size() * scale_));
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//qDebug() << id_hover;
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fbo_selection.bindColorTexture(sbrSrcHover , sbrSrcHover );
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fbo_selection.bindColorTexture(sbrSrcSelect, sbrSrcSelect);
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fbo_selection.setWriteBuffers(QVector<int>() << sbrHovered << sbrSelected);
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if (!view->hoverHalo_ && !view->selectionHalo_)
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glClearFramebuffer(QColor(0,0,0,0), false);
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else {
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r->bindShader(Renderer::srSelectionHalo, &prog);
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r->setUniformHalo(prog, "hover" , view->hoverHaloColor() , view->hoverHaloFillAlpha());
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r->setUniformHalo(prog, "selection", view->selectionHaloColor(), view->selectionHaloFillAlpha());
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prog->setUniformValue("has_hover" , view->hoverHalo_ && (id_hover > 0) ? 1.f : 0.f);
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prog->setUniformValue("has_selection", view->selectionHalo_ ? 1.f : 0.f);
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prog->setUniformValue("fb_hover" , (int)sbrSrcHover);
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prog->setUniformValue("fb_selection", (int)sbrSrcSelect);
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prog->setUniformValue("hover_id", QVector4D(float( id_hover & 0xFF) / 255.f,
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float((id_hover >> 8 ) & 0xFF) / 255.f,
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float((id_hover >> 16) & 0xFF) / 255.f,
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float((id_hover >> 24) & 0xFF) / 255.f));
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r->renderQuad(prog, r->quad, view->camera());
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}
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prog = r->shader_fxaa;
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if (r->bindShader(prog)) {
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r->setUniformCamera(prog, 0, true, fbo_selection.size());
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fbo_selection.bindColorTexture(sbrHovered);
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fbo_selection.setWriteBuffer(sbrHoveredFXAA);
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r->renderQuad(prog, r->quad, 0, false);
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fbo_selection.bindColorTexture(sbrSelected);
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fbo_selection.setWriteBuffer(sbrSelectedFXAA);
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r->renderQuad(prog, r->quad, 0, false);
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}
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fbo_selection.release();
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}
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}
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void RendererSelection::renderSelectionFrame() {
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QOpenGLShaderProgram * prog = 0;
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if (r->bindShader(Renderer::srSelectionFrame, &prog)) {
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QMatrix4x4 mat;
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double mrx = r->mouse_rect.x(), mrw = r->mouse_rect.width() , vw = r->view->width();
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double mry = r->mouse_rect.y(), mrh = r->mouse_rect.height(), vh = r->view->height();
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mat.translate(-1. + (mrw + mrx*2) / vw, 1. - (mrh + mry*2) / vh, 0.);
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mat.scale(mrw / vw, mrh / vh, 0.);
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r->initQuad(sel_frame, mat);
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prog->setUniformValue("size", QVector2D(mrw / vw, mrh / vh));
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prog->setUniformValue("thickness", line_thick_);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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r->renderQuad(prog, sel_frame);
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glDisable(GL_BLEND);
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}
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}
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void RendererSelection::drawSelection(Framebuffer & fbo_out, int index_out) {
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QOpenGLShaderProgram * prog = 0;
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if (r->bindShader(Renderer::srSelectionApply, &prog)) {
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fbo_selection.bindColorTextures();
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fbo_out.bindColorTexture(index_out);
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prog->setUniformValue("fb_out" , 0);
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prog->setUniformValue("fb_hover" , (int)sbrHoveredFXAA );
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prog->setUniformValue("fb_select", (int)sbrSelectedFXAA);
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r->renderQuad(prog, r->quad, r->view->camera());
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if (!r->mouse_rect.isNull()) {
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renderSelectionFrame();
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}
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}
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}
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