X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Fpostprocessor.h;h=6e3153dab69f9dea7639ffc675ad4386c8d45725;hb=HEAD;hp=ffc9045dbed954119262218441eba1cc6e32e66f;hpb=e55f79ccb21e8c1be3d86f127e3ec1583e58ce92;p=libs%2Fgl.git diff --git a/source/postprocessor.h b/source/postprocessor.h deleted file mode 100644 index ffc9045d..00000000 --- a/source/postprocessor.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef MSP_GL_POSTPROCESSOR_H_ -#define MSP_GL_POSTPROCESSOR_H_ - -namespace Msp { -namespace GL { - -class Mesh; -class Shader; -class Texture2D; - -/** -Base class for post-processing effects. Post-processors receive the contents -of the entire framebuffer as a texture and render it back, altering it in the -process. -*/ -class PostProcessor -{ -protected: - PostProcessor() { } -public: - virtual ~PostProcessor() { } - - /// Renders the effect. - virtual void render(const Texture2D &color, const Texture2D &depth) = 0; - -protected: - /** Returns a vertex shader suitable for rendering a full-screen quad. - Input vertices are assumed to be in normalized device coordinates; no - transform is performed. The shader provides a varying vec2 texcoord for - a fragment shader to access textures. - - Deprecated in favor of the builtin postprocess.glsl module. */ - static Shader &get_fullscreen_vertex_shader(); - - /** Returns a mesh consisting of a single quad, covering the entire screen. - The vertices are in normalized device coordinates. */ - static const Mesh &get_fullscreen_quad(); - -private: - static const Mesh &create_fullscreen_quad(); -}; - -} // namespace GL -} // namespace Msp - -#endif