GL_LineAO::GL_LineAO( std::shared_ptr< const LineSet > sLines ) : streamlines( sLines ) { GLint value[4]; glGetIntegerv( GL_VIEWPORT, value ); int width = value[2]; int height = value[3]; m_width = width; m_height = height; srand( time( NULL ) ); // create shaders m_lineShader = std::unique_ptr< Shader >( new Shader( "/u/mai11dre/VisPrak/fantom/praktikum/shader/Line-vertex.glsl", "/u/mai11dre/VisPrak/fantom/praktikum/shader/Line-fragment.glsl") ); m_textureShader = std::unique_ptr< Shader >( new Shader ( "/u/mai11dre/VisPrak/fantom/praktikum/shader/Lightning-vertex.glsl", "/u/mai11dre/VisPrak/fantom/praktikum/shader/Lightning-fragment.glsl") ); initLines(); initQuad(); initGBuffer(); genNoiseTexture(); }
void GraphicsDevice::initGBufferAndDepthStencil() { initDepthStencil(); initGBuffer(); }