コード例 #1
0
ファイル: PolyCamera.cpp プロジェクト: AdamFlores/Polycode
void Camera::createPostFilter(Material *shaderMaterial) {
	if(!shaderMaterial)
		return;
	if(shaderMaterial->getNumShaders() == 0)
		return;
		
	this->filterShaderMaterial = shaderMaterial;
	
	// TODO: make it save the textures to resource manager and check if they there
//	originalSceneTexture = CoreServices::getInstance()->getMaterialManager()->createNewTexture(CoreServices::getInstance()->getCore()->getXRes(), CoreServices::getInstance()->getCore()->getYRes());
//	zBufferSceneTexture = CoreServices::getInstance()->getMaterialManager()->createFramebufferTexture(CoreServices::getInstance()->getCore()->getXRes(), CoreServices::getInstance()->getCore()->getYRes(), 0);

	if(!originalSceneTexture) {
		CoreServices::getInstance()->getRenderer()->createRenderTextures(&originalSceneTexture, &zBufferSceneTexture, CoreServices::getInstance()->getCore()->getXRes(), CoreServices::getInstance()->getCore()->getYRes(), shaderMaterial->fp16RenderTargets);
	}
	
	for(int i=0; i < shaderMaterial->getNumShaders(); i++) {
		ShaderBinding* binding = shaderMaterial->getShader(i)->createBinding();		
		if(i == 0) {
			binding->addTexture("screenColorBuffer", originalSceneTexture);
			binding->addTexture("screenDepthBuffer", zBufferSceneTexture);
		}
		localShaderOptions.push_back(binding);
		binding->addLocalParam("exposure", (void*)&exposureLevel);				
	}
	

	_hasFilterShader = true;
}
コード例 #2
0
ファイル: PolyCamera.cpp プロジェクト: AmeliaMesdag/Polycode
void Camera::setPostFilter(Material *shaderMaterial) {
	if(!shaderMaterial)
		return;
	if(shaderMaterial->getNumShaders() == 0)
		return;
		
	this->filterShaderMaterial = shaderMaterial;
	if(!originalSceneTexture) {
		CoreServices::getInstance()->getRenderer()->createRenderTextures(&originalSceneTexture, &zBufferSceneTexture, CoreServices::getInstance()->getCore()->getXRes(), CoreServices::getInstance()->getCore()->getYRes(), shaderMaterial->fp16RenderTargets);
	}
	
	for(int i=0; i < shaderMaterial->getNumShaders(); i++) {
		ShaderBinding* binding = shaderMaterial->getShader(i)->createBinding();		
		localShaderOptions.push_back(binding);
		binding->addLocalParam("exposure", (void*)&exposureLevel);				
	}

	_hasFilterShader = true;
}