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//---------------------------------------------------------------------------
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// Project: OpenWalnut ( http://www.openwalnut.org )
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// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
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// For more information see http://www.openwalnut.org/copying
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// This file is part of OpenWalnut.
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// OpenWalnut is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// OpenWalnut is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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// You should have received a copy of the GNU Lesser General Public License
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// along with OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
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//---------------------------------------------------------------------------
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#ifndef WGEPOSTPROCESSOREDGEENHANCE_H
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#define WGEPOSTPROCESSOREDGEENHANCE_H
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#include <boost/shared_ptr.hpp>
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#include "WGEPostprocessor.h"
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* Edge enhancing postprocessor.
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class WGEPostprocessorEdgeEnhance: public WGEPostprocessor
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* Convenience typedef for a boost::shared_ptr< WGEPostprocessorEdgeEnhance >.
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typedef boost::shared_ptr< WGEPostprocessorEdgeEnhance > SPtr;
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* Convenience typedef for a boost::shared_ptr< const WGEPostprocessorEdgeEnhance >.
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typedef boost::shared_ptr< const WGEPostprocessorEdgeEnhance > ConstSPtr;
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* Default constructor.
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WGEPostprocessorEdgeEnhance();
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virtual ~WGEPostprocessorEdgeEnhance();
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* Create instance. Uses the protected constructor. Implement it if you derive from this class!
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* \param offscreen use this offscreen node to add your texture pass'
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* \param gbuffer the input textures you should use
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* \returns shared pointer to the created insteance
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virtual WGEPostprocessor::SPtr create( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer ) const;
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* Constructor. Implement this constructor and build your processing pipeline in here
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* \param offscreen use this offscreen node to add your texture pass'
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* \param gbuffer the input textures you should use
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WGEPostprocessorEdgeEnhance( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer );
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#endif // WGEPOSTPROCESSOREDGEENHANCE_H