本文整理汇总了C++中ProgramFactory::createPostProcess2DProgram方法的典型用法代码示例。如果您正苦于以下问题:C++ ProgramFactory::createPostProcess2DProgram方法的具体用法?C++ ProgramFactory::createPostProcess2DProgram怎么用?C++ ProgramFactory::createPostProcess2DProgram使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ProgramFactory
的用法示例。
在下文中一共展示了ProgramFactory::createPostProcess2DProgram方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: uniqueID
PostProcessor2DMultisample::PostProcessor2DMultisample(int32_t samples, GLenum internalFormat, bool fixedsamplelocations, int32_t blurPixel, float blurSigma, int32_t bloomPixel, float bloomSigma, int32_t maxRadiusCoC, float cocSigma, float aperture, float focal, float focusedObject) :
PostProcessor(GL_TEXTURE_2D_MULTISAMPLE, blurPixel, blurSigma, bloomPixel, bloomSigma, maxRadiusCoC, cocSigma, aperture, focal, focusedObject), samples(samples), internalFormat(internalFormat), fixedsamplelocations(fixedsamplelocations)
{
char buffer[256];
sprintf(buffer, "%p", this);
string uniqueID(buffer);
dummy = Texture2DManager::getInstance()->createTexture("PostProcessor2DMultisampleDummy", GL_RGB, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, false, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
// Main textures
Texture2DMultisampleSP color0Texture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisample0" + uniqueID, samples, internalFormat, 1, 1, fixedsamplelocations);
Texture2DMultisampleSP color1Texture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisample1" + uniqueID, samples, internalFormat, 1, 1, fixedsamplelocations);
Texture2DMultisampleSP depthTexture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisampleDepth" + uniqueID, samples, GL_DEPTH_COMPONENT, 1, 1, fixedsamplelocations);
FrameBuffer2DMultisampleSP frameBuffer2DMultisample = FrameBuffer2DMultisampleSP(new FrameBuffer2DMultisample(1, 1));
frameBuffer2DMultisample->setColorAttachment0(color0Texture2DMultisample);
frameBuffer2DMultisample->setColorAttachment1(color1Texture2DMultisample);
frameBuffer2DMultisample->setDepthAttachment(depthTexture2DMultisample);
FrameBuffer2DMultisampleManager::getInstance()->addFrameBuffer("PostProcessor2DMultisample" + uniqueID, frameBuffer2DMultisample, true);
// Temporary
Texture2DMultisampleSP tempColor0Texture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisampleTemp" + uniqueID, samples, internalFormat, 1, 1, fixedsamplelocations);
FrameBuffer2DMultisampleSP tempFrameBuffer2DMultisample = FrameBuffer2DMultisampleSP(new FrameBuffer2DMultisample(1, 1));
tempFrameBuffer2DMultisample->setColorAttachment0(tempColor0Texture2DMultisample);
FrameBuffer2DMultisampleManager::getInstance()->addFrameBuffer("PostProcessor2DMultisampleTemp" + uniqueID, tempFrameBuffer2DMultisample, true);
// Depth of Field textures ...
Texture2DMultisampleSP depthOfFieldColor0Texture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisampleDepthOfField" + uniqueID, samples, internalFormat, 1, 1, fixedsamplelocations);
FrameBuffer2DMultisampleSP depthOfFieldFrameBuffer2DMultisample = FrameBuffer2DMultisampleSP(new FrameBuffer2DMultisample(1, 1));
depthOfFieldFrameBuffer2DMultisample->setColorAttachment0(depthOfFieldColor0Texture2DMultisample);
FrameBuffer2DMultisampleManager::getInstance()->addFrameBuffer("PostProcessor2DMultisampleDepthOfField" + uniqueID, depthOfFieldFrameBuffer2DMultisample, true);
// Bloom textures ...
Texture2DMultisampleSP bloomColor0Texture2DMultisample = Texture2DMultisampleManager::getInstance()->createTexture("PostProcessor2DMultisampleBloom" + uniqueID, samples, internalFormat, 1, 1, fixedsamplelocations);
FrameBuffer2DMultisampleSP bloomFrameBuffer2DMultisample = FrameBuffer2DMultisampleSP(new FrameBuffer2DMultisample(1, 1));
bloomFrameBuffer2DMultisample->setColorAttachment0(bloomColor0Texture2DMultisample);
FrameBuffer2DMultisampleManager::getInstance()->addFrameBuffer("PostProcessor2DMultisampleBloom" + uniqueID, bloomFrameBuffer2DMultisample, true);
// Now pass to super class
frameBuffer = static_cast<FrameBufferSP>(frameBuffer2DMultisample);
tempFrameBuffer = static_cast<FrameBufferSP>(tempFrameBuffer2DMultisample);
depthOfFieldFrameBuffer = static_cast<FrameBufferSP>(depthOfFieldFrameBuffer2DMultisample);
bloomFrameBuffer = static_cast<FrameBufferSP>(bloomFrameBuffer2DMultisample);
//
screenTexture = u_screenTextureMS;
depthTexture = u_depthTextureMS;
bloomTexture = u_bloomTextureMS;
//
ProgramFactory programFactory;
program = programFactory.createPostProcess2DProgram();
GLUSshape rectangularPlane;
glusShapeCreateRectangularPlanef(&rectangularPlane, 0.5f, 0.5f);
numberIndices = rectangularPlane.numberIndices;
glGenBuffers(1, &vboVertices);
glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
glBufferData(GL_ARRAY_BUFFER, rectangularPlane.numberVertices * 4 * sizeof(GLfloat), (GLfloat*) rectangularPlane.vertices, GL_STATIC_DRAW);
glGenBuffers(1, &vboTexCoords);
glBindBuffer(GL_ARRAY_BUFFER, vboTexCoords);
glBufferData(GL_ARRAY_BUFFER, rectangularPlane.numberVertices * 2 * sizeof(GLfloat), (GLfloat*) rectangularPlane.texCoords, GL_STATIC_DRAW);
glGenBuffers(1, &vboIndices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rectangularPlane.numberIndices * sizeof(GLuint), (GLuint*) rectangularPlane.indices, GL_STATIC_DRAW);
postProcessorVAO = PostProcessorVAOSP(new PostProcessorVAO(program, *this));
glusShapeDestroyf(&rectangularPlane);
}