OpenWalnut
1.4.0
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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 00029 #include "WGEPostprocessorCelShading.h" 00030 00031 WGEPostprocessorCelShading::WGEPostprocessorCelShading(): 00032 WGEPostprocessor( "Cel Shading", 00033 "This postprocessor reduces color by binning colors." ) 00034 { 00035 } 00036 00037 WGEPostprocessorCelShading::WGEPostprocessorCelShading( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, 00038 const WGEPostprocessor::PostprocessorInput& gbuffer ): 00039 WGEPostprocessor( "Cel Shading", 00040 "This postprocessor reduces color by binning colors." ) 00041 { 00042 // we also provide a property 00043 WPropInt bins = m_properties->addProperty( "Number of Bins", "The number of color bins used for cel shading.", 10 ); 00044 bins->setMin( 1 ); 00045 bins->setMax( 100 ); 00046 00047 // hide m_effectOnly since this is not useful for Cel Shading 00048 m_effectOnly->setHidden( true ); 00049 00050 // construct pipeline 00051 00052 // Use the standard postprocessor uber-shader 00053 WGEShader::RefPtr s = new WGEShader( "WGEPostprocessor" ); 00054 s->setDefine( "WGE_POSTPROCESSOR_CEL" ); 00055 00056 // also add the m_effectOnly property as shader preprocessor 00057 s->addPreprocessor( m_effectOnlyPreprocessor ); 00058 00059 // create the rendering pass 00060 osg::ref_ptr< WGEOffscreenTexturePass > pass = offscreen->addTextureProcessingPass( s, "Cel Shading" ); 00061 pass->getOrCreateStateSet()->addUniform( new WGEPropertyUniform< WPropInt >( "u_celShadingBins", bins ) ); 00062 00063 // attach color0 output 00064 m_resultTextures.push_back( pass->attach( WGECamera::COLOR_BUFFER0, GL_RGBA ) ); 00065 00066 // provide the Gbuffer input 00067 gbuffer.bind( pass ); 00068 } 00069 00070 WGEPostprocessorCelShading::~WGEPostprocessorCelShading() 00071 { 00072 // cleanup 00073 } 00074 00075 WGEPostprocessor::SPtr WGEPostprocessorCelShading::create( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, 00076 const WGEPostprocessor::PostprocessorInput& gbuffer ) const 00077 { 00078 return WGEPostprocessor::SPtr( new WGEPostprocessorCelShading( offscreen, gbuffer ) ); 00079 }