Point Cloud Viewer
1.00
A Viewer to display point clouds with phong shading by converting them to splats.
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A Render Pass that displays yellow squares at the passed locations. More...
#include <lightpass.h>
Inherits RenderPass.
Public Member Functions | |
void | render () override |
Uses the input data to generate the output. More... | |
void | cleanup () override |
Resets the Render Pass to the state after creation but before initialization. More... | |
void | addObjectInput (VaoChannel &vaoChannel) |
Adds a light model to the geometry input list. More... | |
void | removeObjectInput (VaoChannel &vaoChannel) |
Removes a light model from the geometry input list. More... | |
void | clearObjectInput () |
Removes all light models from the geometry input list. | |
void | setDepthMapInput (TextureChannel &textureChannel) |
Sets the depth map that shall be used during rendering. More... | |
TextureChannel & | getImageOutput () |
Returns the image of the lights. More... | |
bool | imageToScreen () |
Changes the output mode. The image of the lights is now drawn onto the screen. More... | |
void | removeInput () |
Removes all input channels except for VaoChannels. If the Render Pass uses VaoChannels as input use the provided clearObjectInput() function to remove all VaoChannels. | |
void | updateResolution () override |
Must be called after the screen resolution has changed. More... | |
Public Member Functions inherited from RenderPass | |
virtual | ~RenderPass () |
Calls cleanup() More... | |
Static Public Member Functions | |
static void | linkVpMat (QMatrix4x4 &vp) |
Links the view projection matrix that shall be used during rendering. More... | |
Static Public Member Functions inherited from RenderPass | |
static void | cleanupHelpers () |
Removes helper variables. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from RenderPass | |
template<class C > | |
bool | helperMultiChannelContains (std::list< C * > &list, C &channel) |
template<class C > | |
void | helperMultiChannelAdd (std::list< C * > &list, C &channel) |
template<class C > | |
bool | helperMultiChannelRemove (std::list< C * > &list, C &channel) |
template<class C > | |
void | helperMultiChannelClean (std::list< C * > &list) |
template<class C > | |
void | helperMultiChannelClear (std::list< C * > &list) |
Static Protected Member Functions inherited from RenderPass | |
static bool | loadShader (std::string &path, GLuint id) |
static bool | noGlErrors () |
static bool | checkFbo () |
static void | drawUnitQuad () |
A Render Pass that displays yellow squares at the passed locations.
Can be used to display the point light sources. Uses a given z-Buffer for visibility calculations.
void LightPass::addObjectInput | ( | VaoChannel & | vaoChannel | ) |
Adds a light model to the geometry input list.
vaoChannel | The channel containing the light model. |
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overridevirtual |
Resets the Render Pass to the state after creation but before initialization.
Might use OpenGL calls. If no other instances of this Render Pass are currently initialized the shader program is removed from the GPU.
Implements RenderPass.
RenderPass::TextureChannel & LightPass::getImageOutput | ( | ) |
Returns the image of the lights.
Might use OpenGL calls.
bool LightPass::imageToScreen | ( | ) |
Changes the output mode. The image of the lights is now drawn onto the screen.
Might use OpenGL calls.
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static |
Links the view projection matrix that shall be used during rendering.
Does not copy the matrix. The responsibility for deletion remains at the caller.
vp | The view projection matrix. Must point to a valid matrix whenever render() is called. |
void LightPass::removeObjectInput | ( | VaoChannel & | vaoChannel | ) |
Removes a light model from the geometry input list.
vaoChannel | The channel containing the light model that shall not be rendered anymore. |
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overridevirtual |
Uses the input data to generate the output.
Uses OpenGL calls if initialized.
Implements RenderPass.
void LightPass::setDepthMapInput | ( | RenderPass::TextureChannel & | textureChannel | ) |
Sets the depth map that shall be used during rendering.
Uses OpenGL calls.
textureChannel | The channel containing the depth map. |
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overridevirtual |
Must be called after the screen resolution has changed.
Might use OpenGL calls.
Implements RenderPass.