Beispiel #1
0
void NormalFilter::render(const ITextureObject& texture, const ICamera<float>& renderedCamera)
{
	const Box2d<float> box(Vector2d<float>(-1.0, -1.0), Vector2d<float>(1.0, 1.0));
	const auto& positions = box.toArray();

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	glEnable(GL_DEPTH_TEST);
	//glDisable(GL_DEPTH_TEST);

	glUseProgram(shader.getId());

	texture.bind();
	
	//glGetUniformLocation( texture.getId()
	glUniform1i(shader.getUniformLocation("depthTex"), texture.getId());
	glUniform1f(shader.getUniformLocation("texelSizeW"), 1.0f / static_cast<float>(texture.getWidth()));
	glUniform1f(shader.getUniformLocation("texelSizeH"), 1.0f / static_cast<float>(texture.getHeight()));

	glUniformMatrix4fv(shader.getUniformLocation("projectionMatrix"), 1, GL_FALSE, renderedCamera.getProjectionMatrix().toArray().data());
	glVertexAttribPointer(shader.getAttribLocation("positions"), 2, GL_FLOAT, GL_FALSE, 0, positions.data());

	glEnableVertexAttribArray(0);
	glDrawArrays(GL_QUADS, 0, static_cast<GLsizei>( positions.size() / 2) );
	glDisableVertexAttribArray(0);

	glBindFragDataLocation(shader.getId(), 0, "fragColor");

	texture.unbind();
	glDisable(GL_DEPTH_TEST);

	glUseProgram(0);
}
void OnScreenRenderer::render(const ITextureObject& texture)
{
	const Box2d<float> box(Vector2d<float>(-1.0, -1.0), Vector2d<float>(1.0, 1.0));
	const auto& positions = box.toArray();

	//glEnable(GL_DEPTH_TEST);

	glUseProgram(shader.getId());

	texture.bind();

	glUniform1i(shader.getUniformLocation("texture"), texture.getId());

	glVertexAttribPointer(shader.getAttribLocation("positions"), 2, GL_FLOAT, GL_FALSE, 0, positions.data());

	glEnableVertexAttribArray(0);
	glDrawArrays(GL_QUADS, 0,  static_cast<GLsizei>( positions.size() / 2) );
	glDisableVertexAttribArray(0);

	glBindFragDataLocation(shader.getId(), 0, "fragColor");

	texture.unbind();
	//glDisable(GL_DEPTH_TEST);

	glUseProgram(0);
}