Esempio n. 1
0
void FboBasicApp::draw()
{
    // clear the window to gray
    gl::clear( Color( 0.35f, 0.35f, 0.35f ) );

    // setup our camera to render the cube
    CameraPersp cam( getWindowWidth(), getWindowHeight(), 60.0f );
    cam.setPerspective( 60, getWindowAspectRatio(), 1, 1000 );
    cam.lookAt( vec3( 2.6f, 1.6f, -2.6f ), vec3( 0 ) );
    gl::setMatrices( cam );

    // use the scene we rendered into the FBO as a texture
    mFbo->bindTexture();

    // draw a cube textured with the FBO
    {
        gl::ScopedGlslProg shaderScp( gl::getStockShader( gl::ShaderDef().texture() ) );
        gl::drawCube( vec3( 0 ), vec3( 2.2f ) );
    }

    // show the FBO color texture in the upper left corner
    gl::setMatricesWindow( toPixels( getWindowSize() ) );
    gl::draw( mFbo->getColorTexture(), Rectf( 0, 0, 128, 128 ) );
    // and draw the depth texture adjacent
    gl::draw( mFbo->getDepthTexture(), Rectf( 128, 0, 256, 128 ) );
}
Esempio n. 2
0
void BayBridgeApp::drawFbo()
{
	mFboRaw->bindFramebuffer();
	gl::clear(Color::black());
	gl::setMatrices(mCamera);
	drawBridge(vec3(0), 0.0f);
	mBridge.Draw();
	mFboRaw->unbindFramebuffer();

	////////////////////////////////////////////////////
	mFboHiPass->bindFramebuffer();
	mFboRaw->bindTexture(0);
	mShaderHiPass->bind();
	gl::enableAlphaBlending();
	gl::clear(ColorA::zero());
	gl::setMatricesWindow(getWindowSize());
	gl::drawSolidRect(Rectf({vec2(0), getWindowSize()}));
	gl::disableAlphaBlending();
	mFboRaw->unbindTexture(0);
	mFboHiPass->unbindFramebuffer();

	////////////////////////////////////////////////////
	mFboBlurU->bindFramebuffer();
	mFboHiPass->bindTexture(0);
	mShaderBlur->bind();
	mShaderBlur->uniform("uBlurAxis", vec2(1.0, 0.0));
	mShaderBlur->uniform("uBlurStrength", 2.0f);
	mShaderBlur->uniform("uBlurSize", 1.0f);
	gl::clear(ColorA::zero());
	gl::setMatricesWindow(getWindowSize());
	gl::drawSolidRect(Rectf({ vec2(0), getWindowSize() }));
	mFboHiPass->unbindTexture(0);
	mFboBlurU->unbindFramebuffer();

	////////////////////////////////////////////////////
	mFboBlurV->bindFramebuffer();
	mFboBlurU->bindTexture(0);
	mShaderBlur->bind();
	mShaderBlur->uniform("uBlurAxis", vec2(0.0, 1.0));
	mShaderBlur->uniform("uBlurStrength", 2.0f);
	mShaderBlur->uniform("uBlurSize", 2.0f);
	gl::clear(ColorA::zero());
	gl::setMatricesWindow(getWindowSize());
	gl::drawSolidRect(Rectf({ vec2(0), getWindowSize() }));
	mFboBlurU->unbindTexture(0);
	mFboBlurV->unbindFramebuffer();
}