Developer Documentation
PostProcessorDepthImagePlugin.cc
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41 
42 
43 
44 #include <ACG/GL/acg_glew.hh>
45 
46 #include "PostProcessorDepthImagePlugin.hh"
47 
48 #include <ACG/GL/ScreenQuad.hh>
49 
51 
52 
53 PostProcessorDepthImagePlugin::PostProcessorDepthImagePlugin()
54 : shader_(0)
55 {
56 
57 }
58 
59 
60 PostProcessorDepthImagePlugin::~PostProcessorDepthImagePlugin()
61 {
62  delete shader_;
63 }
64 
65 QString PostProcessorDepthImagePlugin::postProcessorName() {
66  return QString("Show Depth Image");
67 }
68 
69 QString PostProcessorDepthImagePlugin::checkOpenGL()
70 {
71  if ( ! ACG::openGLVersion(3, 0) )
72  return QString("Insufficient OpenGL Version! OpenGL 3.0 or higher required");
73 
74  return QString("");
75 }
76 
77 
78 void PostProcessorDepthImagePlugin::postProcess(ACG::GLState* _glstate, const std::vector<const PostProcessorInput*>& _input, const PostProcessorOutput& _output) {
79 
80  // ======================================================================================================
81  // Load shader if needed
82  // ======================================================================================================
83  if (!shader_)
84  shader_ = GLSL::loadProgram("ShowDepth/screenquad.glsl", "ShowDepth/depth.glsl");
85 
86  // ======================================================================================================
87  // Bind input texture
88  // ======================================================================================================
89 
90  _input[0]->bindDepthTex(0);
91 
92  // ======================================================================================================
93  // Bind output FBO
94  // ======================================================================================================
95 
96  _output.bind();
97 
98  // ======================================================================================================
99  // Setup shader
100  // ======================================================================================================
101 
102  shader_->use();
103  shader_->setUniform("textureSampler", 0);
104 
105  // ======================================================================================================
106  // Execute
107  // ======================================================================================================
108 
109  ACG::ScreenQuad::draw(shader_);
110 
111  shader_->disable();
112 }
113 
114 
static void draw(GLSL::Program *_prog=0)
Draw the screen quad.
Definition: ScreenQuad.cc:138
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:1076
bool openGLVersion(const int _major, const int _minor, bool _verbose)
Definition: gl.cc:129