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 | |
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 |
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