Voxellancer  0.3
A game about voxels in space
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PostProcessingPass Class Reference

#include <postprocessingpass.h>

Inheritance diagram for PostProcessingPass:
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Collaboration diagram for PostProcessingPass:
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Public Member Functions

 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
 

Protected Member Functions

void initialize ()
 
void restoreUniforms ()
 
virtual void beforeContextDestroy () override
 
virtual void afterContextRebuild () override
 

Protected Attributes

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

A configurable RenderPass for a shader that reads and writes on a framebuffer and has no further gamelogic


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