Developer Documentation
PostProcessorSobelPlugin.cc
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40\*===========================================================================*/
41
42
43
44#include <ACG/GL/acg_glew.hh>
45
46#include "PostProcessorSobelPlugin.hh"
47
48#include <ACG/GL/ScreenQuad.hh>
49
51
52PostProcessorSobelPlugin::PostProcessorSobelPlugin() :
53shader_(0)
54{
55}
56
57PostProcessorSobelPlugin::~PostProcessorSobelPlugin()
58{
59 delete shader_;
60}
61
62
63QString PostProcessorSobelPlugin::postProcessorName() {
64 return QString("Sobel");
65}
66
67void PostProcessorSobelPlugin::postProcess(ACG::GLState* _glstate, const std::vector<const PostProcessorInput*>& _input, const PostProcessorOutput& _output) {
68
69 // ======================================================================================================
70 // Load shader if needed
71 // ======================================================================================================
72 if (!shader_)
73 shader_ = GLSL::loadProgram("Sobel/screenquad.glsl", "Sobel/sobel.glsl");
74
75 // ======================================================================================================
76 // Bind input texture
77 // ======================================================================================================
78
79 _input[0]->bindColorTex(0);
80
81 // ======================================================================================================
82 // Bind output FBO
83 // ======================================================================================================
84
85 _output.bind();
86
87 // ======================================================================================================
88 // Setup shader
89 // ======================================================================================================
90
91 shader_->use();
92 shader_->setUniform("textureSampler", 0);
93
94 ACG::Vec2f texcoordOffset(1.0f / float(_input[0]->width), 1.0f / float(_input[0]->height));
95 shader_->setUniform("texcoordOffset", texcoordOffset);
96
97 // ======================================================================================================
98 // Execute
99 // ======================================================================================================
100
102
103
104 shader_->disable();
105}
106
107
108
static void draw(GLSL::Program *_prog=0)
Draw the screen quad.
Definition: ScreenQuad.cc:138
void disable()
Resets to standard rendering pipeline.
Definition: GLSLShader.cc:355
void use()
Enables the program object for using.
Definition: GLSLShader.cc:345
void setUniform(const char *_name, GLint _value)
Set int uniform to specified value.
Definition: GLSLShader.cc:385
GLSL::PtrProgram loadProgram(const char *vertexShaderFile, const char *tessControlShaderFile, const char *tessEvaluationShaderFile, const char *geometryShaderFile, const char *fragmentShaderFile, const GLSL::StringList *macros, bool verbose)
Definition: GLSLShader.cc:1076