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Voxellancer
0.3
A game about voxels in space
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#include <postprocessingpass.h>
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 | |
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std::unordered_map < std::string, glow::ref_ptr < glow::AbstractUniform > > | m_uniforms |
| glow::ref_ptr< glow::Program > | m_program |
| std::shared_ptr< ScreenQuad > | m_quad |
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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 |
A configurable RenderPass for a shader that reads and writes on a framebuffer and has no further gamelogic