Developer Documentation

PostProcessorSobelPlugin.cc
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40 \*===========================================================================*/
41
42
43
44 #include <ACG/GL/acg_glew.hh>
45
46 #include "PostProcessorSobelPlugin.hh"
47
48 #include <ACG/GL/ScreenQuad.hh>
49
50 #include <OpenFlipper/BasePlugin/PluginFunctions.hh>
51
52 PostProcessorSobelPlugin::PostProcessorSobelPlugin() :
53 shader_(0)
54 {
55 }
56
57 PostProcessorSobelPlugin::~PostProcessorSobelPlugin()
58 {
59 delete shader_;
60 }
61
62
63 QString PostProcessorSobelPlugin::postProcessorName() {
64 return QString("Sobel");
65 }
66
67 void PostProcessorSobelPlugin::postProcess(ACG::GLState* _glstate, const std::vector<const PostProcessorInput*>& _input, const PostProcessorOutput& _output) {
68
69 // ======================================================================================================
70 // Load shader if needed
71 // ======================================================================================================
72 if (!shader_)
73 shader_ = GLSL::loadProgram("Sobel/screenquad.glsl", "Sobel/sobel.glsl");
74
75 // ======================================================================================================
76 // Bind input texture
77 // ======================================================================================================
78
79 _input[0]->bindColorTex(0);
80
81 // ======================================================================================================
82 // Bind output FBO
83 // ======================================================================================================
84
85 _output.bind();
86
87 // ======================================================================================================
88 // Setup shader
89 // ======================================================================================================
90
91 shader_->use();
92 shader_->setUniform("textureSampler", 0);
93
94 ACG::Vec2f texcoordOffset(1.0f / float(_input[0]->width), 1.0f / float(_input[0]->height));
95 shader_->setUniform("texcoordOffset", texcoordOffset);
96
97 // ======================================================================================================
98 // Execute
99 // ======================================================================================================
100
101 ACG::ScreenQuad::draw(shader_);
102
103
104 shader_->disable();
105 }
106
107
108
PluginFunctions.hh
ACG::GLState
Definition: GLState.hh:213
PostProcessorOutput
Definition: PostProcessorInterface.hh:89
ACG::ScreenQuad::draw
static void draw(GLSL::Program *_prog=0)
Draw the screen quad.
Definition: ScreenQuad.cc:138
OpenMesh::VectorT
Definition: Vector11T.hh:83
GLSL::loadProgram
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