Developer Documentation
PostProcessorInterface.cc
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40\*===========================================================================*/
41
42#include <ACG/GL/acg_glew.hh>
44
45
46
47PostProcessorInput::PostProcessorInput( GLuint _colTex, GLuint _depthTex, int _width, int _height) :
48 colorTex_(_colTex), depthTex_(_depthTex), width(_width), height(_height), sampleCount_(0), texfmt_(0)
49{
50 view_.identity();
51 proj_.identity();
52 depthRange_[0] = 0.0; depthRange_[1] = 1.0f;
53}
54
55
56void PostProcessorInput::bindColorTex( int _texSlot /*= 0*/ ) const
57{
58 glActiveTexture(GL_TEXTURE0 + _texSlot);
59 glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, colorTex_);
60}
61
62void PostProcessorInput::bindDepthTex( int _texSlot /*= 0*/ ) const
63{
64 glActiveTexture(GL_TEXTURE0 + _texSlot);
65 glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, depthTex_);
66}
67
68
69PostProcessorOutput::PostProcessorOutput( GLuint _fbo /*= 0*/, GLuint _drawBuffer /*= 0*/, int _width /*= 0*/, int _height /*= 0*/, const GLint* _viewport /*= 0*/ ) : fbo_(_fbo), drawBuffer_(_drawBuffer), width(_width), height(_height)
70{
71 if (_viewport)
72 {
73 viewport_[0] = _viewport[0];
74 viewport_[1] = _viewport[1];
75 viewport_[2] = _viewport[2];
76 viewport_[3] = _viewport[3];
77 }
78 else
79 {
80 viewport_[0] = viewport_[1] = 0;
81 viewport_[2] = _width;
82 viewport_[3] = _height;
83 }
84}
85
86void PostProcessorOutput::bind() const
87{
88 glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
89 glDrawBuffer(drawBuffer_);
90 glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]);
91}