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Copy pathPostProcessRenderer.h
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69 lines (54 loc) · 1.66 KB
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#pragma once
#include <GL/glew.h>
#include <glm/glm.hpp>
class PostProcessRenderer
{
public:
GLuint shader; // post-process shader (e.g. gravity ripple)
GLuint quadVAO;
GLuint quadVBO;
PostProcessRenderer(GLuint shaderProgram)
: shader(shaderProgram)
{
initFullscreenQuad();
}
~PostProcessRenderer()
{
glDeleteVertexArrays(1, &quadVAO);
}
virtual void passUniforms() {}
void Render(GLuint framebufferTexture)
{
glUseProgram(shader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
passUniforms();
//glUniform1i(glGetUniformLocation(shader, "uScene"), 0);
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
private:
void initFullscreenQuad()
{
float quadVerts[] = {
// pos // uv
-1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f,
-1.f, 1.f, 0.f, 1.f,
1.f, 1.f, 1.f, 1.f
};
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
// pos (location = 0)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
// uv_in (location = 1)
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
}
};