| 37 | |
| 38 | # |
| 39 | class PWPostProcessing(PWConstants): |
| 40 | def __init__(self): |
| 41 | self.buffer = 0 |
| 42 | self.color_texture = 0 |
| 43 | self.depth_texture = 0 |
| 44 | self.__createPassBuffer() |
| 45 | |
| 46 | # -------- |
| 47 | |
| 48 | self.quad = PWVaoData() |
| 49 | self.__createPassQuad() |
| 50 | |
| 51 | |
| 52 | def getColorAttachment(self): |
| 53 | return self.color_texture; |
| 54 | |
| 55 | |
| 56 | def getDepthAttachment(self): |
| 57 | return self.depth_texture; |
| 58 | |
| 59 | |
| 60 | def __createPassBuffer(self): |
| 61 | self.buffer = glGenFramebuffers(1) |
| 62 | glBindFramebuffer(GL_FRAMEBUFFER, self.buffer) |
| 63 | |
| 64 | # -------- Add color attachment |
| 65 | |
| 66 | self.color_texture = glGenTextures(1) |
| 67 | glBindTexture(GL_TEXTURE_2D, self.color_texture) |
| 68 | |
| 69 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, self.d_resolution.x, self.d_resolution.y, 0, GL_RGB, GL_UNSIGNED_BYTE, None) |
| 70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
| 71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
| 72 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.color_texture, 0) |
| 73 | |
| 74 | # -------- Add depth attachment |
| 75 | |
| 76 | self.depth_texture = glGenTextures(1) |
| 77 | glBindTexture(GL_TEXTURE_2D, self.depth_texture) |
| 78 | |
| 79 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.d_resolution.x, self.d_resolution.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None) |
| 80 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) |
| 81 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) |
| 82 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.depth_texture, 0) |
| 83 | |
| 84 | # -------- |
| 85 | |
| 86 | if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE: |
| 87 | print("Framebuffer Error!") |
| 88 | # TODO: Make GL utility functions |
| 89 | |
| 90 | |
| 91 | def __createPassQuad(self): |
| 92 | self.quad.vao = glGenVertexArrays(1) |
| 93 | glBindVertexArray(self.quad.vao) |
| 94 | |
| 95 | # Position(3), Texture(2) |
| 96 | vertices = np.array([-1.0, 1.0, 0.0, 1.0, |