Equalizer
1.4.1
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A class to emulate an OpenGL accumulation buffer using an FBO. More...
#include <accumBufferObject.h>
Public Member Functions | |
AccumBufferObject (const GLEWContext *const glewContext) | |
Construct a new Accumulation Buffer Object. | |
~AccumBufferObject () | |
Destruct the Accumulation Buffer Object. | |
bool | init (const PixelViewport &pvp, const unsigned format) |
Initialize the Accumulation Buffer Object. | |
void | exit () |
De-initialize the Accumulation Buffer Object. | |
void | load (const float value) |
Load the current read buffer into the accumulation buffer. | |
void | accum (const float value) |
Accumulate the current read buffer into the accumulation buffer. | |
void | display (const float value) |
Transfer accumulation buffer values to the draw buffer. |
A class to emulate an OpenGL accumulation buffer using an FBO.
Definition at line 35 of file accumBufferObject.h.
eq::util::AccumBufferObject::AccumBufferObject | ( | const GLEWContext *const | glewContext | ) |
Construct a new Accumulation Buffer Object.
Destruct the Accumulation Buffer Object.
void eq::util::AccumBufferObject::accum | ( | const float | value | ) |
Accumulate the current read buffer into the accumulation buffer.
The color values of the current read buffer are multiplied by value and added to the accumulation buffer.
value | a floating-point value multiplying the source values during the accum operation. |
void eq::util::AccumBufferObject::display | ( | const float | value | ) |
Transfer accumulation buffer values to the draw buffer.
The accumulation buffer color values are multiplied by value, and copied into the current draw buffer.
value | a floating-point value multiplying the accumulation values during the operation. |
void eq::util::AccumBufferObject::exit | ( | ) |
De-initialize the Accumulation Buffer Object.
Reimplemented from eq::util::FrameBufferObject.
bool eq::util::AccumBufferObject::init | ( | const PixelViewport & | pvp, |
const unsigned | format | ||
) |
Initialize the Accumulation Buffer Object.
The ABO uses a 32-bit float texture for the accumulation.
pvp | the initial pixel viewport of the rendering buffer. |
format | the texture format corresponding to the source color read buffer. |
void eq::util::AccumBufferObject::load | ( | const float | value | ) |
Load the current read buffer into the accumulation buffer.
The color values of the current read buffer are multiplied with value and copied into the accumulation buffer.
value | a floating-point value multiplying the source values during the load operation. |