4 #include "renderpass.h"
71 std::list<VaoChannel*> objectIn;
74 static GLuint vertexShader, fragmentShader, shaderProgram, loc_mvp, loc_depthMap, loc_resolution;
75 static QMatrix4x4 *vpMat;
76 static unsigned char instanceCounter;
83 static bool initShaders();
84 static void cleanupShaders();
static void linkVpMat(QMatrix4x4 &vp)
Links the view projection matrix that shall be used during rendering.
Definition: lightpass.cpp:78
void clearObjectInput()
Removes all light models from the geometry input list.
Definition: lightpass.cpp:40
void setDepthMapInput(TextureChannel &textureChannel)
Sets the depth map that shall be used during rendering.
Definition: lightpass.cpp:44
An abstract class for Render Passes.
Definition: renderpass.h:26
This channel is used to link textures or data maps.
Definition: renderpass.h:210
void addObjectInput(VaoChannel &vaoChannel)
Adds a light model to the geometry input list.
Definition: lightpass.cpp:32
bool imageToScreen()
Changes the output mode. The image of the lights is now drawn onto the screen.
Definition: lightpass.cpp:57
void removeObjectInput(VaoChannel &vaoChannel)
Removes a light model from the geometry input list.
Definition: lightpass.cpp:36
void cleanup() override
Resets the Render Pass to the state after creation but before initialization.
Definition: lightpass.cpp:24
void render() override
Uses the input data to generate the output.
Definition: lightpass.cpp:178
A Render Pass that displays yellow squares at the passed locations.
Definition: lightpass.h:12
void updateResolution() override
Must be called after the screen resolution has changed.
Definition: lightpass.cpp:66
void removeInput()
Removes all input channels except for VaoChannels. If the Render Pass uses VaoChannels as input use t...
Definition: lightpass.cpp:64
TextureChannel & getImageOutput()
Returns the image of the lights.
Definition: lightpass.cpp:51