OpenWalnut  1.4.0
WGEPostprocessorGauss.cpp
00001 //---------------------------------------------------------------------------
00002 //
00003 // Project: OpenWalnut ( http://www.openwalnut.org )
00004 //
00005 // Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
00006 // For more information see http://www.openwalnut.org/copying
00007 //
00008 // This file is part of OpenWalnut.
00009 //
00010 // OpenWalnut is free software: you can redistribute it and/or modify
00011 // it under the terms of the GNU Lesser General Public License as published by
00012 // the Free Software Foundation, either version 3 of the License, or
00013 // (at your option) any later version.
00014 //
00015 // OpenWalnut is distributed in the hope that it will be useful,
00016 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00017 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00018 // GNU Lesser General Public License for more details.
00019 //
00020 // You should have received a copy of the GNU Lesser General Public License
00021 // along with OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
00022 //
00023 //---------------------------------------------------------------------------
00024 
00025 #include <osg/Camera>
00026 
00027 #include "../shaders/WGEPropertyUniform.h"
00028 #include "../shaders/WGEShaderPropertyDefineOptions.h"
00029 
00030 #include "WGEPostprocessorGauss.h"
00031 
00032 WGEPostprocessorGauss::WGEPostprocessorGauss():
00033     WGEPostprocessor( "Gauss Filtering",
00034                       "Gauss filter all specified input textures." )
00035 {
00036 }
00037 
00038 WGEPostprocessorGauss::WGEPostprocessorGauss( osg::ref_ptr< WGEOffscreenRenderNode > offscreen,
00039                                               osg::ref_ptr< osg::Texture2D > tex0,
00040                                               osg::ref_ptr< osg::Texture2D > tex1,
00041                                               osg::ref_ptr< osg::Texture2D > tex2,
00042                                               osg::ref_ptr< osg::Texture2D > tex3,
00043                                               osg::ref_ptr< osg::Texture2D > tex4,
00044                                               osg::ref_ptr< osg::Texture2D > tex5,
00045                                               osg::ref_ptr< osg::Texture2D > tex6,
00046                                               osg::ref_ptr< osg::Texture2D > tex7 ):
00047     WGEPostprocessor( "Gauss Filtering",
00048                       "Gauss filter all specified input textures." )
00049 {
00050     // Use the standard postprocessor uber-shader
00051     WGEShader::RefPtr s = new WGEShader( "WGEPostprocessor" );
00052     s->setDefine( "WGE_POSTPROCESSOR_GAUSS" );
00053 
00054     // also add the m_effectOnly property as shader preprocessor
00055     s->addPreprocessor( m_effectOnlyPreprocessor );
00056 
00057     // create the rendering pass
00058     osg::ref_ptr< WGEOffscreenTexturePass > pass = offscreen->addTextureProcessingPass( s, "Gauss Filter" );
00059 
00060     // for each of the textures do:
00061 
00062     // attach color0 output and bind tex0
00063     m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER0, GL_RGBA ) );
00064     pass->bind( tex0, 0 );
00065     s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT0" );
00066 
00067     // attach color1 output and bind tex1
00068     if( tex1 )
00069     {
00070         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER1, GL_RGBA ) );
00071         pass->bind( tex1, 1 );
00072         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT1" );
00073     }
00074     // attach color2 output and bind tex2
00075     if( tex2 )
00076     {
00077         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER2, GL_RGBA ) );
00078         pass->bind( tex2, 2 );
00079         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT2" );
00080     }
00081     // attach color3 output and bind tex3
00082     if( tex3 )
00083     {
00084         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER3, GL_RGBA ) );
00085         pass->bind( tex3, 3 );
00086         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT3" );
00087     }
00088     // attach color4 output and bind tex4
00089     if( tex4 )
00090     {
00091         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER4, GL_RGBA ) );
00092         pass->bind( tex4, 4 );
00093         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT4" );
00094     }
00095     // attach color5 output and bind tex5
00096     if( tex5 )
00097     {
00098         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER5, GL_RGBA ) );
00099         pass->bind( tex5, 5 );
00100         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT5" );
00101     }
00102     // attach color6 output and bind tex6
00103     if( tex6 )
00104     {
00105         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER6, GL_RGBA ) );
00106         pass->bind( tex6, 6 );
00107         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT6" );
00108     }
00109     // attach color7 output and bind tex7
00110     if( tex7 )
00111     {
00112         m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER7, GL_RGBA ) );
00113         pass->bind( tex7, 7 );
00114         s->setDefine( "WGE_POSTPROCESSOR_GAUSS_UNIT7" );
00115     }
00116 }
00117 
00118 WGEPostprocessorGauss::~WGEPostprocessorGauss()
00119 {
00120     // cleanup
00121 }
00122 
00123 WGEPostprocessor::SPtr WGEPostprocessorGauss::create( osg::ref_ptr< WGEOffscreenRenderNode > offscreen,
00124     const WGEPostprocessor::PostprocessorInput& gbuffer ) const
00125 {
00126     return WGEPostprocessor::SPtr( new WGEPostprocessorGauss( offscreen, gbuffer.m_colorTexture ) );
00127 }
00128