#include <iostream>
#include <OpenGLFramework/Base/glfFramebufferObject.hh>
#include <OpenGLFramework/SpecializedBatches/PlainPerPixelProcessing.hh>
#include <OpenGLFramework/RenderingContext/glfPBuffer.hh>
#include <Utils/Param.hh>
#include <Base/Image/ImageIO.hh>
#include <Base/Image/Image.hh>
#include <Utils/IOUtils.hh>
using namespace BIAS;
using namespace std;
int main(int argc, char* argv[]) {
string* shaderFile = params.
AddParamString(
"shader",
"shader to be loaded",
"",
's');
string* outputFileName = params.
AddParamString(
"output",
"Filename of output image",
"",
'o');
string* inputFileName = params.
AddParamString(
"input",
"Filename of input image",
"",
'i');
int* iterations = params.
AddParamInt(
"iterations",
"how often shall the shader be run iteratively?", 1, 1, INT_MAX,
'I');
return 0;
}
if(argc<2){params.
Usage();
return 0;}
bool hasInputImage_ = false;
unsigned int width = 640;
unsigned int height = 480;
if(inputFileName->size() > 0 ) {
BIASERR("error loading input image "<<*inputFileName);
return -1;
};
hasInputImage_ = true;
}
try {
outputTexture.
Allocate(width, height, GL_RGB);
vector<glfTexture2D*> inputTexturesVec;
if(hasInputImage_) {
inputTexturesVec.push_back(&inputTexture);
}
for(int i=0; i<*iterations; i++) {
}
if(*iterations>0) {
}
return -1;
}
return 0;
}