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PostProcessing.hh
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50 
51 
52 #include <ACG/Math/GLMatrixT.hh>
53 #include <ACG/GL/FBO.hh>
54 #include <ACG/GL/GLState.hh>
55 
57 
58 
60 {
61 public:
62 
63 
65  virtual ~PostProcessing();
66 
69  int numProcessors() const;
70 
83  int setupScene(int _viewerID, int _width, int _height, int _samples = 0, int _stereoEye = -1);
84 
85 
98  void postProcess(int _viewerID, ACG::GLState* _glstate, const ACG::GLMatrixd& _modelview, const ACG::GLMatrixd& _proj1, const ACG::GLMatrixd& _proj2, bool _hwOpenGLStereo = false);
99 
100 
107  void resolveStereoAnyglyph(int _viewerID);
108 
109 
110 private:
111 
112 
113  void setupFBO(ACG::FBO* _dst, int _width, int _height, GLuint _intfmt, int _samples);
114 
115  void resolveMultisampling(ACG::FBO* _dst, ACG::FBO* _src);
116 
117 private:
118 
121 
124 
127 
130 
131 
134  backbufferTarget_;
135  GLint backbufferViewport_[4];
136 
139 };
ACG::FBO stereoFBO_[2]
store post processing results for each stereo eyes, input for anaglyph processor, no msaa ...
ACG::FBO procFBO_[2]
post-processing read/write FBOs, no msaa
void resolveStereoAnyglyph(int _viewerID)
Resolve stereo buffers as anaglyph.
Definition: FBO.hh:83
int numProcessors() const
Number of post processors.
ACG::FBO sceneFBO_[2]
FBO for scene rendering, one for each eye in stereo mode, possibly multisampled.
int debugLevel_
perform extra checks for debugging: 0 -> no checks, 1 -> fast checks, 2 -> more checks etc...
bool stereoMode_
postprocessing in stereo mode
int setupScene(int _viewerID, int _width, int _height, int _samples=0, int _stereoEye=-1)
Bind fbo for scene rendering.
GLuint backbufferFBO_
backbuffer output, not owned by this class
void postProcess(int _viewerID, ACG::GLState *_glstate, const ACG::GLMatrixd &_modelview, const ACG::GLMatrixd &_proj1, const ACG::GLMatrixd &_proj2, bool _hwOpenGLStereo=false)
Perform all post processing.