Developer Documentation
PostProcessorInterface.cc
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50 
51 #include <ACG/GL/acg_glew.hh>
53 
54 
55 
56 PostProcessorInput::PostProcessorInput( GLuint _colTex, GLuint _depthTex, int _width, int _height) :
57  colorTex_(_colTex), depthTex_(_depthTex), width(_width), height(_height), sampleCount_(0), texfmt_(0)
58 {
59  view_.identity();
60  proj_.identity();
61  depthRange_[0] = 0.0; depthRange_[1] = 1.0f;
62 }
63 
64 
65 void PostProcessorInput::bindColorTex( int _texSlot /*= 0*/ ) const
66 {
67  glActiveTexture(GL_TEXTURE0 + _texSlot);
68  glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, colorTex_);
69 }
70 
71 void PostProcessorInput::bindDepthTex( int _texSlot /*= 0*/ ) const
72 {
73  glActiveTexture(GL_TEXTURE0 + _texSlot);
74  glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, depthTex_);
75 }
76 
77 
78 PostProcessorOutput::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)
79 {
80  if (_viewport)
81  {
82  viewport_[0] = _viewport[0];
83  viewport_[1] = _viewport[1];
84  viewport_[2] = _viewport[2];
85  viewport_[3] = _viewport[3];
86  }
87  else
88  {
89  viewport_[0] = viewport_[1] = 0;
90  viewport_[2] = _width;
91  viewport_[3] = _height;
92  }
93 }
94 
95 void PostProcessorOutput::bind() const
96 {
97  glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
98  glDrawBuffer(drawBuffer_);
99  glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]);
100 }