Developer Documentation
PostProcessorSobelPlugin.cc
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49 
50 #include <ACG/GL/acg_glew.hh>
51 
52 #include "PostProcessorSobelPlugin.hh"
53 
54 #include <ACG/GL/ScreenQuad.hh>
55 
57 
58 PostProcessorSobelPlugin::PostProcessorSobelPlugin() :
59 shader_(0)
60 {
61 }
62 
63 PostProcessorSobelPlugin::~PostProcessorSobelPlugin()
64 {
65  delete shader_;
66 }
67 
68 
69 QString PostProcessorSobelPlugin::postProcessorName() {
70  return QString("Sobel");
71 }
72 
73 void PostProcessorSobelPlugin::postProcess(ACG::GLState* _glstate, const std::vector<const PostProcessorInput*>& _input, const PostProcessorOutput& _output) {
74 
75  // ======================================================================================================
76  // Load shader if needed
77  // ======================================================================================================
78  if (!shader_)
79  shader_ = GLSL::loadProgram("Sobel/screenquad.glsl", "Sobel/sobel.glsl");
80 
81  // ======================================================================================================
82  // Bind input texture
83  // ======================================================================================================
84 
85  _input[0]->bindColorTex(0);
86 
87  // ======================================================================================================
88  // Bind output FBO
89  // ======================================================================================================
90 
91  _output.bind();
92 
93  // ======================================================================================================
94  // Setup shader
95  // ======================================================================================================
96 
97  shader_->use();
98  shader_->setUniform("textureSampler", 0);
99 
100  ACG::Vec2f texcoordOffset(1.0f / float(_input[0]->width), 1.0f / float(_input[0]->height));
101  shader_->setUniform("texcoordOffset", texcoordOffset);
102 
103  // ======================================================================================================
104  // Execute
105  // ======================================================================================================
106 
107  ACG::ScreenQuad::draw(shader_);
108 
109 
110  shader_->disable();
111 }
112 
113 
114 #if QT_VERSION < 0x050000
115  Q_EXPORT_PLUGIN2( postprocessorsobelplugin , PostProcessorSobelPlugin );
116 #endif
117 
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