framework2
69 строк · 2.6 Кб
1/*
2* RenderPass.cpp
3*
4* Copyright (c) 2012, Neil Mendoza, http://www.neilmendoza.com
5* All rights reserved.
6*
7* Redistribution and use in source and binary forms, with or without
8* modification, are permitted provided that the following conditions are met:
9*
10* * Redistributions of source code must retain the above copyright notice,
11* this list of conditions and the following disclaimer.
12* * Redistributions in binary form must reproduce the above copyright
13* notice, this list of conditions and the following disclaimer in the
14* documentation and/or other materials provided with the distribution.
15* * Neither the name of Neil Mendoza nor the names of its contributors may be used
16* to endorse or promote products derived from this software without
17* specific prior written permission.
18*
19* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
23* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29* POSSIBILITY OF SUCH DAMAGE.
30*
31*/
32#include "RenderPass.h"
33
34namespace itg
35{
36RenderPass::RenderPass(const ofVec2f& aspect, bool arb, const string& name) :
37#ifdef _ITG_TWEAKABLE
38aspect(aspect), enabled(true), arb(arb), Tweakable(name)
39{
40addParameter("enable", enabled);
41#else
42aspect(aspect), enabled(true), arb(arb), name(name)
43{
44#endif
45}
46
47void RenderPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depth)
48{
49render(readFbo, writeFbo);
50}
51
52void RenderPass::texturedQuad(float x, float y, float width, float height, float s, float t)
53{
54// TODO: change to triangle fan/strip
55glBegin(GL_QUADS);
56glTexCoord2f(0, 0);
57glVertex3f(x, y, 0);
58
59glTexCoord2f(s, 0);
60glVertex3f(x + width, y, 0);
61
62glTexCoord2f(s, t);
63glVertex3f(x + width, y + height, 0);
64
65glTexCoord2f(0, t);
66glVertex3f(x, y + height, 0);
67glEnd();
68}
69}
70