Merged RenderToTextureStage functionality into RenderStage
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@@ -11,7 +11,14 @@
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* OpenSceneGraph Public License for more details.
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*/
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#include <stdio.h>
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#include <osg/Notify>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osg/TextureRectangle>
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#include <osg/TextureCubeMap>
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#include <osgUtil/Statistics>
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#include <osgUtil/RenderStage>
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@@ -31,11 +38,21 @@ RenderStage::RenderStage():
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_stage = this;
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_stageDrawnThisFrame = false;
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_drawBuffer = GL_NONE;
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_readBuffer = GL_NONE;
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_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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_clearColor.set(0.0f,0.0f,0.0f,0.0f);
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_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
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_clearDepth = 1.0;
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_clearStencil = 0;
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_camera = 0;
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_level = 0;
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_face = 0;
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_imageReadPixelFormat = GL_RGBA;
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_imageReadPixelDataType = GL_UNSIGNED_BYTE;
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}
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RenderStage::RenderStage(SortMode mode):
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@@ -46,11 +63,21 @@ RenderStage::RenderStage(SortMode mode):
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_stage = this;
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_stageDrawnThisFrame = false;
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_drawBuffer = GL_NONE;
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_readBuffer = GL_NONE;
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_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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_clearColor.set(0.0f,0.0f,0.0f,0.0f);
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_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
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_clearDepth = 1.0;
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_clearStencil = 0;
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_camera = 0;
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_level = 0;
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_face = 0;
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_imageReadPixelFormat = GL_RGBA;
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_imageReadPixelDataType = GL_UNSIGNED_BYTE;
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}
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RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
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@@ -59,14 +86,20 @@ RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
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_preRenderList(rhs._preRenderList),
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_postRenderList(rhs._postRenderList),
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_viewport(rhs._viewport),
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_drawBuffer(rhs._drawBuffer),
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_readBuffer(rhs._readBuffer),
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_clearMask(rhs._clearMask),
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_colorMask(rhs._colorMask),
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_clearColor(rhs._clearColor),
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_clearAccum(rhs._clearAccum),
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_clearDepth(rhs._clearDepth),
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_clearStencil(rhs._clearStencil),
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_camera(rhs._camera),
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_level(rhs._level),
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_face(rhs._face),
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_imageReadPixelFormat(rhs._imageReadPixelFormat),
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_imageReadPixelDataType(rhs._imageReadPixelDataType),
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_renderStageLighting(rhs._renderStageLighting)
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{
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_stage = this;
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}
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@@ -119,9 +152,134 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
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// note, SceneView does call to drawPreRenderStages explicitly
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// so there is no need to call it here.
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drawPreRenderStages(state,previous);
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osg::State* useState = &state;
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osg::GraphicsContext* callingContext = state.getGraphicsContext();
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osg::GraphicsContext* useContext = callingContext;
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if (_graphicsContext.valid() && _graphicsContext != callingContext)
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{
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useState = _graphicsContext->getState();
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useContext = _graphicsContext.get();
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useContext->makeCurrent();
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}
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if (_drawBuffer != GL_NONE)
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{
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glDrawBuffer(_drawBuffer);
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}
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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osg::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID()) : 0;
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bool fbo_supported = fbo_ext && fbo_ext->isSupported();
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if (fbo_supported)
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{
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_fbo->apply(*useState);
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}
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// do the drawing itself.
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RenderBin::draw(state,previous);
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// now copy the rendered image to attached texture.
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if (_texture.valid() && !fbo_supported)
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{
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if (callingContext && useContext!= callingContext)
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{
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// make the calling context use the pbuffer context for reading.
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callingContext->makeContextCurrent(useContext);
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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}
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// need to implement texture cube map etc...
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osg::Texture1D* texture1D = 0;
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osg::Texture2D* texture2D = 0;
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osg::Texture3D* texture3D = 0;
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osg::TextureRectangle* textureRec = 0;
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osg::TextureCubeMap* textureCubeMap = 0;
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if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
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{
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texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
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{
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textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
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{
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// need to implement
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texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
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}
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else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
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{
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// need to implement
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texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
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}
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else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
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{
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// need to implement
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textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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}
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if (_image.valid())
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{
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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_image->readPixels(_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height(),_imageReadPixelFormat,_imageReadPixelDataType);
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}
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if (_camera && _camera->getPostDrawCallback())
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{
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// if we have a camera with a post draw callback invoke it.
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(*(_camera->getPostDrawCallback()))(*_camera);
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}
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if (fbo_supported)
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{
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// switch of the frame buffer object
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fbo_ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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if (fbo_supported && _camera)
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{
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// now generate mipmaps if they are required.
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const osg::CameraNode::BufferAttachmentMap& bufferAttachements = _camera->getBufferAttachmentMap();
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for(osg::CameraNode::BufferAttachmentMap::const_iterator itr = bufferAttachements.begin();
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itr != bufferAttachements.end();
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++itr)
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{
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if (itr->second._texture.valid() && itr->second._mipMapGeneration)
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{
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itr->second._texture->apply(*useState);
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// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
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}
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}
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}
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if (callingContext && useContext != callingContext)
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{
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// restore the graphics context.
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callingContext->makeCurrent();
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}
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// place the post draw here temprorarily while we figure out how
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// best to do SceneView.
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drawPostRenderStages(state,previous);
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@@ -135,8 +293,7 @@ void RenderStage::drawImplementation(osg::State& state,RenderLeaf*& previous)
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notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl;
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return;
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}
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// set up the back buffer.
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state.applyAttribute(_viewport.get());
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