VISH
0.2
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An interceptor class for rendering, allows to process pixels before they are saved to disk. More...
#include </home/werner/origo/vish/ocean/GLvish/GLImageTileProcessor.hpp>
An interceptor class for rendering, allows to process pixels before they are saved to disk.
RefPtr< GLTexture2D > Wizt::GLImageTileProcessor::createFrameTexture | ( | int | Width, |
int | Height | ||
) | [virtual] |
If we want to render a frame into a texture, this function must return a texture object.
It must be of the provided size, and not have any data associated. Such texture objects are created via the GLTexture2D::reserve() function.
Note that this function will be called within an OpenGL context.
string Wizt::GLImageTileProcessor::FragmentShaderCode | ( | ) | const [virtual] |
Source code of the fragment shader that is called for each pixel.
It must read colors from a 2D texture called "frame". Simple default code is like this:
uniform sampler2D frame; void main (void) { vec4 Color = texture2D(frame, gl_TexCoord[0].xy); gl_FragColor = Color; }
void Wizt::GLImageTileProcessor::renderFrameTexture | ( | GLTexture2D & | FrameData | ) | [virtual] |
Once the scene has been rendered into the specified texture, it needs to be rendered to the current frame buffer.
This function is responsible for doing so, whereby it may call a shader to transform the pixels.