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Attempted to deal with the precision issues causing 'television' output currently to differ from 'monitor' output. Documented TextureTarget while I'm here.
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@ -229,6 +229,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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}
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}
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// transfer to screen
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// transfer to screen
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glFinish();
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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compositeTexture->bind_texture();
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compositeTexture->bind_texture();
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perform_output_stage(output_width, output_height, composite_output_shader_program.get());
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perform_output_stage(output_width, output_height, composite_output_shader_program.get());
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@ -362,12 +363,12 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
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"{"
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"{"
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"ivec2 textureSize = textureSize(texID, 0);"
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"ivec2 textureSize = textureSize(texID, 0);"
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"iInputPositionVarying = inputPosition;"
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"iInputPositionVarying = inputPosition;"
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"inputPositionVarying = inputPosition / vec2(textureSize);" // + 0.5
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"inputPositionVarying = (inputPosition + vec2(0.0, 0.5)) / vec2(textureSize);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
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"alphaVarying = phaseAmplitudeAndAlpha.z;"
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"alphaVarying = phaseAmplitudeAndAlpha.z;"
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"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0);"
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"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}");
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"}");
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}
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}
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@ -13,12 +13,31 @@
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namespace OpenGL {
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namespace OpenGL {
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/*!
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A @c TextureTarget is a framebuffer that can be bound as a texture. So this class
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handles render-to-texture framebuffer objects.
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*/
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class TextureTarget {
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class TextureTarget {
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public:
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public:
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/*!
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Creates a new texture target.
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Throws ErrorFramebufferIncomplete if creation fails.
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@param width The width of target to create.
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@param height The height of target to create.
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*/
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TextureTarget(GLsizei width, GLsizei height);
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TextureTarget(GLsizei width, GLsizei height);
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~TextureTarget();
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~TextureTarget();
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/*!
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Binds this target as a framebuffer and sets the @c glViewport accordingly.
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*/
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void bind_framebuffer();
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void bind_framebuffer();
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/*!
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Binds this target as a texture.
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*/
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void bind_texture();
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void bind_texture();
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enum {
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enum {
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