25 #ifndef __PlainPerPixelProcessing_hh__
26 #define __PlainPerPixelProcessing_hh__
28 #include <OpenGLFramework/Base/glfBatch.hh>
29 #include <OpenGLFramework/Base/glfTexture2D.hh>
34 #include <bias_config.h>
51 void SetTextures(
const std::vector<BIAS::glfTexture2D*>& inputTextures);
52 void SetTextures(std::list<BIAS::glfTexture2D*>& inputTextures);
54 void ReleaseTextures();
56 void SetSamplerNames(
const std::vector<std::string>& samplerNames);
88 void SetOutputSize(
unsigned int width,
unsigned int height);
91 void SetFragmentShaderFromFile(
const std::string& fileName);
92 void SetFragmentShaderFromString(
const std::string& source);
96 void SetUniform(
const std::string& name,
float val);
97 void SetUniform(
const std::string& name,
int val);
103 void SetFlip(
bool flip=
true);
116 void InitPrimitiveData_();
121 void InitVertexTransformation_();
An element buffer contains vertex indices that form primitives.
std::map< std::string, int > uniformsInt_
Defines the usage of the depth buffer.
unsigned int numInputTextures_
A vertex buffer contains an array of vertices that can be used for rendering.
A batch represents a single Draw call including all parameters (render states).
BIAS::glfShaderProgram shaderProgram_
A shader program composed of several shaders.
A GLSL vertex shader or fragment shader, which must be linked in a shader program.
class for setting viewports
PlainPerPixelProcessing & operator=(const PlainPerPixelProcessing &)
BIAS::glfDepthBufferMode depthTest_
Class rendering quad and executing a fragment shader.
BIAS::glfMatrix ProjectionMatrix_
BIAS::glfElementBuffer elements_
A 4x4 matrix in native OpenGL format.
bool externalUniformsChanged_
BIAS::glfMatrix ModelViewMatrix_
PlainPerPixelProcessing(const PlainPerPixelProcessing &)
std::map< std::string, float > uniformsFloat_
BIAS::glfViewport viewport_
Interface for render targets.
BIAS::glfShader fragmentShader_
BIAS::glfVertexBuffer vertices_
std::vector< std::string > samplerNames_