Developer Documentation
PostProcessorSobelPlugin.cc
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41 
42 
43 
44 #include <ACG/GL/acg_glew.hh>
45 
46 #include "PostProcessorSobelPlugin.hh"
47 
48 #include <ACG/GL/ScreenQuad.hh>
49 
51 
52 PostProcessorSobelPlugin::PostProcessorSobelPlugin() :
53 shader_(0)
54 {
55 }
56 
57 PostProcessorSobelPlugin::~PostProcessorSobelPlugin()
58 {
59  delete shader_;
60 }
61 
62 
63 QString PostProcessorSobelPlugin::postProcessorName() {
64  return QString("Sobel");
65 }
66 
67 void 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 
101  ACG::ScreenQuad::draw(shader_);
102 
103 
104  shader_->disable();
105 }
106 
107 
108 
static void draw(GLSL::Program *_prog=0)
Draw the screen quad.
Definition: ScreenQuad.cc:138
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