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Access to the number of samples in msaa.
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@@ -75,6 +75,8 @@ public:
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void setGamma(const float gamma) override;
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float hdrBackground() const override;
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const int nAaSamples() const override;
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const float * mSSAPattern() const override;
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void preRaycast(const RaycasterTask& raycasterTask);
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void postRaycast(const RaycasterTask& raycasterTask);
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@@ -95,6 +97,9 @@ private:
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void updateResolution();
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void updateRaycastData();
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void updateResolveDictionary();
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void updateMSAASamplingPattern();
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void saveTextureToMemory(const GLenum color_buffer_attachment,
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const int width, const int height, float ** memory) const;
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Camera* _camera;
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Scene* _scene;
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@@ -140,6 +145,8 @@ private:
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float _gamma;
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float _blackoutFactor;
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float * _mSAAPattern;
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ghoul::Dictionary _rendererData;
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};
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@@ -73,8 +73,8 @@ public:
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void setGamma(const float gamma) override;
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float hdrBackground() const override;
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const GLfloat * mSSAPattern() const;
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const int nAaSamples() const override;
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const float * mSSAPattern() const override;
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void update() override;
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void render(float blackoutFactor, bool doPerformanceMeasurements) override;
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@@ -121,13 +121,12 @@ private:
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Camera* _camera;
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Scene* _scene;
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glm::vec2 _resolution;
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std::vector<glm::vec2> _msaaSamplePattern;
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int _nAaSamples;
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float _hdrExposure;
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float _hdrBackground;
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float _gamma;
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GLfloat * _mSAAPattern;
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float * _mSAAPattern;
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ghoul::Dictionary _rendererData;
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};
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@@ -61,6 +61,8 @@ public:
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virtual void setGamma(const float gamma) = 0;
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virtual float hdrBackground() const = 0;
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virtual const int nAaSamples() const = 0;
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virtual const float * mSSAPattern() const = 0;
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/**
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* Set raycasting uniforms on the program object, and setup raycasting.
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