Developer Documentation
PostProcessorInterface.cc
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41 
42 #include <ACG/GL/acg_glew.hh>
44 
45 
46 
47 PostProcessorInput::PostProcessorInput( GLuint _colTex, GLuint _depthTex, int _width, int _height) :
48  colorTex_(_colTex), depthTex_(_depthTex), width(_width), height(_height), sampleCount_(0), texfmt_(0)
49 {
50  view_.identity();
51  proj_.identity();
52  depthRange_[0] = 0.0; depthRange_[1] = 1.0f;
53 }
54 
55 
56 void PostProcessorInput::bindColorTex( int _texSlot /*= 0*/ ) const
57 {
58  glActiveTexture(GL_TEXTURE0 + _texSlot);
59  glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, colorTex_);
60 }
61 
62 void PostProcessorInput::bindDepthTex( int _texSlot /*= 0*/ ) const
63 {
64  glActiveTexture(GL_TEXTURE0 + _texSlot);
65  glBindTexture(sampleCount_ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, depthTex_);
66 }
67 
68 
69 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)
70 {
71  if (_viewport)
72  {
73  viewport_[0] = _viewport[0];
74  viewport_[1] = _viewport[1];
75  viewport_[2] = _viewport[2];
76  viewport_[3] = _viewport[3];
77  }
78  else
79  {
80  viewport_[0] = viewport_[1] = 0;
81  viewport_[2] = _width;
82  viewport_[3] = _height;
83  }
84 }
85 
86 void PostProcessorOutput::bind() const
87 {
88  glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
89  glDrawBuffer(drawBuffer_);
90  glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]);
91 }