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Engine directory for ticket #1
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Engine/source/renderInstance/renderGlowMgr.cpp
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Engine/source/renderInstance/renderGlowMgr.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "renderInstance/renderGlowMgr.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "materials/sceneData.h"
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#include "materials/matInstance.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/processedMaterial.h"
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#include "postFx/postEffect.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT( RenderGlowMgr );
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ConsoleDocClass( RenderGlowMgr,
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"@brief A render bin for the glow pass.\n\n"
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"When the glow buffer PostEffect is enabled this bin gathers mesh render "
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"instances with glow materials and renders them to the #glowbuffer offscreen "
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"render target.\n\n"
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"This render target is then used by the 'GlowPostFx' PostEffect to blur and "
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"render the glowing portions of the screen.\n\n"
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"@ingroup RenderBin\n" );
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const MatInstanceHookType RenderGlowMgr::GlowMaterialHook::Type( "Glow" );
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RenderGlowMgr::GlowMaterialHook::GlowMaterialHook( BaseMatInstance *matInst )
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: mGlowMatInst( NULL )
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{
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mGlowMatInst = (MatInstance*)matInst->getMaterial()->createMatInstance();
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mGlowMatInst->getFeaturesDelegate().bind( &GlowMaterialHook::_overrideFeatures );
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mGlowMatInst->init( matInst->getRequestedFeatures(),
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matInst->getVertexFormat() );
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}
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RenderGlowMgr::GlowMaterialHook::~GlowMaterialHook()
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{
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SAFE_DELETE( mGlowMatInst );
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}
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void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features )
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{
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// If this isn't a glow pass... then add the glow mask feature.
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if ( mat->getMaterial() &&
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!mat->getMaterial()->mGlow[stageNum] )
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fd.features.addFeature( MFT_GlowMask );
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// Don't allow fog or HDR encoding on
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// the glow materials.
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fd.features.removeFeature( MFT_Fog );
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fd.features.removeFeature( MFT_HDROut );
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}
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RenderGlowMgr::RenderGlowMgr()
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: RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
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1.0f,
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1.0f,
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GFXFormatR8G8B8A8,
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Point2I( 512, 512 ) )
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{
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notifyType( RenderPassManager::RIT_Interior );
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notifyType( RenderPassManager::RIT_Decal );
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notifyType( RenderPassManager::RIT_Translucent );
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mNamedTarget.registerWithName( "glowbuffer" );
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mTargetSizeType = WindowSize;
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}
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RenderGlowMgr::~RenderGlowMgr()
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{
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}
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PostEffect* RenderGlowMgr::getGlowEffect()
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{
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if ( !mGlowEffect )
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mGlowEffect = dynamic_cast<PostEffect*>( Sim::findObject( "GlowPostFx" ) );
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return mGlowEffect;
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}
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bool RenderGlowMgr::isGlowEnabled()
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{
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return getGlowEffect() && getGlowEffect()->isEnabled();
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}
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void RenderGlowMgr::addElement( RenderInst *inst )
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{
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// Skip out if we don't have the glow post
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// effect enabled at this time.
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if ( !isGlowEnabled() )
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return;
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// TODO: We need to get the scene state here in a more reliable
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// manner so we can skip glow in a non-diffuse render pass.
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//if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
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//return RenderBinManager::arSkipped;
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// Skip it if we don't have a glowing material.
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BaseMatInstance *matInst = getMaterial( inst );
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if ( !matInst || !matInst->hasGlow() )
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return;
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internalAddElement(inst);
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}
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void RenderGlowMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE( RenderGlowMgr_Render );
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if ( !isGlowEnabled() )
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return;
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const U32 binSize = mElementList.size();
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// If this is a non-diffuse pass or we have no objects to
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// render then tell the effect to skip rendering.
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if ( !state->isDiffusePass() || binSize == 0 )
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{
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getGlowEffect()->setSkip( true );
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return;
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}
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GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN );
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GFXTransformSaver saver;
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// Tell the superclass we're about to render, preserve contents
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const bool isRenderingToTarget = _onPreRender( state, true );
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// Clear all the buffers to black.
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GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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// init loop data
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SceneData sgData;
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sgData.init( state, SceneData::GlowBin );
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for( U32 j=0; j<binSize; )
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{
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
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setupSGData( ri, sgData );
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BaseMatInstance *mat = ri->matInst;
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GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>();
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if ( !hook )
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{
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hook = new GlowMaterialHook( ri->matInst );
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ri->matInst->addHook( hook );
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}
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BaseMatInstance *glowMat = hook->getMatInstance();
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U32 matListEnd = j;
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while( glowMat && glowMat->setupPass( state, sgData ) )
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{
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U32 a;
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for( a=j; a<binSize; a++ )
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{
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MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
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if ( newPassNeeded( ri, passRI ) )
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break;
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setProjection(*passRI->projection);
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glowMat->setTransforms(matrixSet, state);
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glowMat->setSceneInfo(state, sgData);
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glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
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if ( passRI->prim )
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GFX->drawPrimitive( *passRI->prim );
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else
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GFX->drawPrimitive( passRI->primBuffIndex );
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}
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matListEnd = a;
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setupSGData( ri, sgData );
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}
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// force increment if none happened, otherwise go to end of batch
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j = ( j == matListEnd ) ? j+1 : matListEnd;
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}
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// Finish up.
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if ( isRenderingToTarget )
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_onPostRender();
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// Make sure the effect is gonna render.
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getGlowEffect()->setSkip( false );
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}
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