Developer Documentation
PostProcessorDepthImagePlugin.cc
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49 
50 #include <ACG/GL/acg_glew.hh>
51 
52 #include "PostProcessorDepthImagePlugin.hh"
53 
54 #include <ACG/GL/ScreenQuad.hh>
55 
57 
58 
59 PostProcessorDepthImagePlugin::PostProcessorDepthImagePlugin()
60 : shader_(0)
61 {
62 
63 }
64 
65 
66 PostProcessorDepthImagePlugin::~PostProcessorDepthImagePlugin()
67 {
68  delete shader_;
69 }
70 
71 QString PostProcessorDepthImagePlugin::postProcessorName() {
72  return QString("Show Depth Image");
73 }
74 
75 QString PostProcessorDepthImagePlugin::checkOpenGL()
76 {
77  if ( ! ACG::openGLVersion(3, 0) )
78  return QString("Insufficient OpenGL Version! OpenGL 3.0 or higher required");
79 
80  return QString("");
81 }
82 
83 
84 void PostProcessorDepthImagePlugin::postProcess(ACG::GLState* _glstate, const std::vector<const PostProcessorInput*>& _input, const PostProcessorOutput& _output) {
85 
86  // ======================================================================================================
87  // Load shader if needed
88  // ======================================================================================================
89  if (!shader_)
90  shader_ = GLSL::loadProgram("ShowDepth/screenquad.glsl", "ShowDepth/depth.glsl");
91 
92  // ======================================================================================================
93  // Bind input texture
94  // ======================================================================================================
95 
96  _input[0]->bindDepthTex(0);
97 
98  // ======================================================================================================
99  // Bind output FBO
100  // ======================================================================================================
101 
102  _output.bind();
103 
104  // ======================================================================================================
105  // Setup shader
106  // ======================================================================================================
107 
108  shader_->use();
109  shader_->setUniform("textureSampler", 0);
110 
111  // ======================================================================================================
112  // Execute
113  // ======================================================================================================
114 
115  ACG::ScreenQuad::draw(shader_);
116 
117  shader_->disable();
118 }
119 
120 #if QT_VERSION < 0x050000
121  Q_EXPORT_PLUGIN2( postprocessordepthimageplugin , PostProcessorDepthImagePlugin );
122 #endif
123 
static void draw(GLSL::Program *_prog=0)
Draw the screen quad.
Definition: ScreenQuad.cc:147
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:1082
bool openGLVersion(const int _major, const int _minor)
Definition: gl.cc:95