Developer Documentation
PostProcessing.hh
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46 #include <ACG/Math/GLMatrixT.hh>
47 #include <ACG/GL/FBO.hh>
48 #include <ACG/GL/GLState.hh>
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52 
54 {
55 public:
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59  virtual ~PostProcessing();
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63  int numProcessors() const;
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77  int setupScene(int _viewerID, int _width, int _height, int _samples = 0, int _stereoEye = -1);
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92  void postProcess(int _viewerID, ACG::GLState* _glstate, const ACG::GLMatrixd& _modelview, const ACG::GLMatrixd& _proj1, const ACG::GLMatrixd& _proj2, bool _hwOpenGLStereo = false);
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101  void resolveStereoAnyglyph(int _viewerID);
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103 
104 private:
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107  void setupFBO(ACG::FBO* _dst, int _width, int _height, GLuint _intfmt, int _samples);
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109  void resolveMultisampling(ACG::FBO* _dst, ACG::FBO* _src);
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111 private:
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128  backbufferTarget_;
129  GLint backbufferViewport_[4];
130 
133 };
ACG::FBO procFBO_[2]
post-processing read/write FBOs, no msaa
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.
ACG::FBO stereoFBO_[2]
store post processing results for each stereo eyes, input for anaglyph processor, no msaa ...
GLuint backbufferFBO_
backbuffer output, not owned by this class
ACG::FBO sceneFBO_[2]
FBO for scene rendering, one for each eye in stereo mode, possibly multisampled.
void resolveStereoAnyglyph(int _viewerID)
Resolve stereo buffers as anaglyph.
int numProcessors() const
Number of post processors.
int setupScene(int _viewerID, int _width, int _height, int _samples=0, int _stereoEye=-1)
Bind fbo for scene rendering.
Definition: FBO.hh:71
bool stereoMode_
postprocessing in stereo mode
int debugLevel_
perform extra checks for debugging: 0 -> no checks, 1 -> fast checks, 2 -> more checks etc...