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Class PostProcessing

ClassList > PostProcessing

  • #include <PostProcessing.h>

Inherits the following classes: ObjectID

Public Types inherited from ObjectID

See ObjectID

Type Name
enum GOType
Enumeration of scene object types.

Public Attributes

Type Name
Field pps_field = {}
std::shared_ptr< Shaders > pps_shader
Sprite pps_sprite = {}
ShaderType pps_type = {}

Public Attributes inherited from ObjectID

See ObjectID

Type Name
bool is_rendered = true
Included in rendering pipeline.
bool is_viewport = true
Visible in viewport (editor-only)
std::string o_name
Display name in editor UI .
GOType o_type = NONE\_GO
Runtime type identifier.

Public Functions

Type Name
void AddBinding (std::string _pass_name, GLuint _slot)
virtual void * GetShader () override
Returns pointer to object's shader, if applicable.
virtual void * GetTransform () override
Returns pointer to object's transform, if applicable.
PostProcessing (const std::string & _shader, ShaderType _type=FRAGMENT_SHADER)
void RenderPPS (const glm::vec2 & _scr_size=glm::vec2(0), GLuint _batch=16)
void RenderPPSSpr (const Context & ctx)
void SetShaderValue (const std::string & _name, T ... _v)
void SetShaderValue (const std::string & _name, GLsizei _count, const float * va0, ArrayType _TYPE)

Public Functions inherited from ObjectID

See ObjectID

Type Name
virtual void * GetMaterial ()
Returns pointer to object's material, if applicable.
virtual void * GetShader ()
Returns pointer to object's shader, if applicable.
virtual void * GetTransform ()
Returns pointer to object's transform, if applicable.
ObjectID ()
Constructs an ObjectID with default values.
void SetVisible (bool v, bool r)
Sets visibility flags for viewport and rendering.
~ObjectID ()
Destroys the ObjectID .

Public Functions inherited from UID

See UID

Type Name
int GetObjectID () const
Returns the unique ID of this object.
UID ()
Constructs a UID and assigns a unique ID.
virtual ~UID () = default
Virtual destructor for polymorphic use.

Public Static Functions inherited from UID

See UID

Type Name
int GetTotalAllocated ()
Returns total number of UIDs allocated.

Public Attributes Documentation

variable pps_field

Field PostProcessing::pps_field;

variable pps_shader

std::shared_ptr<Shaders> PostProcessing::pps_shader;

variable pps_sprite

Sprite PostProcessing::pps_sprite;

variable pps_type

ShaderType PostProcessing::pps_type;

Public Functions Documentation

function AddBinding

void PostProcessing::AddBinding (
    std::string _pass_name,
    GLuint _slot
) 

function GetShader

Returns pointer to object's shader, if applicable.

inline virtual void * PostProcessing::GetShader () override

Returns:

Void pointer cast to Shader*, or nullptr if no shader

Note:

Override in derived classes that own shaders (Mesh, Material, etc.)

Implements ObjectID::GetShader


function GetTransform

Returns pointer to object's transform, if applicable.

inline virtual void * PostProcessing::GetTransform () override

Returns:

Void pointer cast to Transform*, or nullptr if no transform

Note:

Override in derived classes with Transform component (Camera, Light, Mesh)

Implements ObjectID::GetTransform


function PostProcessing

PostProcessing::PostProcessing (
    const std::string & _shader,
    ShaderType _type=FRAGMENT_SHADER
) 

function RenderPPS

void PostProcessing::RenderPPS (
    const glm::vec2 & _scr_size=glm::vec2(0),
    GLuint _batch=16
) 

function RenderPPSSpr

void PostProcessing::RenderPPSSpr (
    const Context & ctx
) 

function SetShaderValue [1/2]

template<typename... T>
void PostProcessing::SetShaderValue (
    const std::string & _name,
    T ... _v
) 

function SetShaderValue [2/2]

void PostProcessing::SetShaderValue (
    const std::string & _name,
    GLsizei _count,
    const float * va0,
    ArrayType _TYPE
) 


The documentation for this class was generated from the following file src/compo/PostProcessing.h