Voxellancer  0.3
A game about voxels in space
 All Classes Functions Pages
Blitter Class Reference

#include <blitter.h>

Inheritance diagram for Blitter:
[legend]
Collaboration diagram for Blitter:
[legend]

Public Member Functions

virtual void apply (FrameBuffer &frameBuffer, glow::FrameBufferObject *target)
 
- Public Member Functions inherited from PostProcessingPass
 PostProcessingPass (const std::string &name, std::shared_ptr< ScreenQuad > quad)
 
virtual void apply (FrameBuffer &frameBuffer, const RenderMetaData &metadata) override
 
void beforeDraw (FrameBuffer &frameBuffer)
 
void setInputMapping (const std::unordered_map< std::string, int > &inputMapping)
 
void setOutput (const std::vector< int > &output)
 
void setFragmentShader (const std::string &output)
 
template<typename T >
void setUniform (const std::string &name, const T &value)
 
bool isEnabled ()
 
void setEnabled (bool enabled)
 
- Public Member Functions inherited from RenderPass
 RenderPass (const std::string &name)
 
const std::string & name () const
 

Additional Inherited Members

- Protected Member Functions inherited from PostProcessingPass
void initialize ()
 
void restoreUniforms ()
 
virtual void beforeContextDestroy () override
 
virtual void afterContextRebuild () override
 
- Protected Attributes inherited from PostProcessingPass
std::unordered_map
< std::string, glow::ref_ptr
< glow::AbstractUniform > > 
m_uniforms
 
glow::ref_ptr< glow::Program > m_program
 
std::shared_ptr< ScreenQuadm_quad
 
std::unordered_map
< std::string, int > 
m_inputMapping
 
std::vector< int > m_output
 
std::string m_fragmentShader
 
std::string m_vertexShader
 
bool m_enabled
 
- Protected Attributes inherited from RenderPass
std::string m_name
 

Detailed Description

the mono/stereo blitter does some additional stuff that is not usefull for just copying one framebuffer to another. Please tell me if there is a better way.


The documentation for this class was generated from the following files: