Point Cloud Viewer
1.00
A Viewer to display point clouds with phong shading by converting them to splats.
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An abstract class for Render Passes. More...
#include <renderpass.h>
Inherited by AttributePass, LightPass, ShadingPass, and VisibilityPass.
Classes | |
class | TextureChannel |
This channel is used to link textures or data maps. More... | |
class | VaoChannel |
This channel is used to link geometry. More... | |
Public Member Functions | |
virtual | ~RenderPass () |
Calls cleanup() More... | |
virtual void | render ()=0 |
Uses the input data to generate the output. More... | |
virtual void | cleanup ()=0 |
Resets the Render Pass to the state after creation but before initialization. More... | |
virtual void | updateResolution ()=0 |
Must be called after the screen resolution has changed. More... | |
virtual void | removeInput ()=0 |
Removes all input channels except for VaoChannels. If the Render Pass uses VaoChannels as input use the provided clearObjectInput() function to remove all VaoChannels. | |
Static Public Member Functions | |
static void | cleanupHelpers () |
Removes helper variables. More... | |
Static Protected Member Functions | |
static bool | loadShader (std::string &path, GLuint id) |
static bool | noGlErrors () |
static bool | checkFbo () |
static void | drawUnitQuad () |
An abstract class for Render Passes.
A Render Pass takes some input data and uses the GPU to generate an output. The output is encapsuled in Channels that can be used as input for other Render Passes. To set up a Render Pass connect output Channels of other Render Passes to it, set all other needed data (e.g. modelMatrix) and define what should happen with the output (draw to screen or link it to another RenderPass).
Call the getter functions for the channels only to connect them to another Render Pass, like attributePass.setDepthMapInput(visibilityPass.getDepthMapOutput());
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virtual |
Calls cleanup()
Might use OpenGL calls.
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pure virtual |
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.
Implemented in AttributePass, ShadingPass, VisibilityPass, and LightPass.
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static |
Removes helper variables.
Call this to clear all static helper variables that are provided for RenderPass subclasses. If needed they are newly generated. Uses OpenGL calls.
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pure virtual |
Uses the input data to generate the output.
Uses OpenGL calls if initialized.
Implemented in AttributePass, ShadingPass, VisibilityPass, and LightPass.
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pure virtual |
Must be called after the screen resolution has changed.
Might use OpenGL calls.
Implemented in AttributePass, LightPass, ShadingPass, and VisibilityPass.