💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_RENDER_RESAMPLE_PASS_HPP
#define ANTKEEPER_RENDER_RESAMPLE_PASS_HPP
#include "render/pass.hpp"
#include "render/shader-template.hpp"
#include "gl/shader-program.hpp"
#include "gl/shader-input.hpp"
#include "gl/vertex-buffer.hpp"
#include "gl/vertex-array.hpp"
#include "gl/texture-2d.hpp"
class resource_manager;
namespace render {
/**
* Resamples a texture.
*/
class resample_pass: public pass
{
public:
/**
* Constructs a resample pass.
*
* @param rasterizer Rasterizer.
* @param framebuffer Target framebuffer.
* @param resource_manager Resource manager.
*/
resample_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
/**
* Destructs a resample pass.
*/
virtual ~resample_pass();
/**
* Resamples a texture.
*
* @param ctx Render context.
* @param queue Render queue.
*/
virtual void render(const render::context& ctx, render::queue& queue) const final;
/**
* Sets the resample source texture.
*
* @param texture Texture to resample.
*/
void set_source_texture(const gl::texture_2d* texture);
private:
const gl::texture_2d* source_texture;
render::shader_template* shader_template;
gl::shader_program* shader;
const gl::shader_input* source_texture_input;
gl::vertex_buffer* quad_vbo;
gl::vertex_array* quad_vao;
};
} // namespace render
#endif // ANTKEEPER_RENDER_RESAMPLE_PASS_HPP