OpenWalnut  1.3.1
WGEPostprocessorCelShading.h
1 //---------------------------------------------------------------------------
2 //
3 // Project: OpenWalnut ( http://www.openwalnut.org )
4 //
5 // Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
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9 //
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11 // it under the terms of the GNU Lesser General Public License as published by
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18 // GNU Lesser General Public License for more details.
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23 //---------------------------------------------------------------------------
24 
25 #ifndef WGEPOSTPROCESSORCELSHADING_H
26 #define WGEPOSTPROCESSORCELSHADING_H
27 
28 #include <boost/shared_ptr.hpp>
29 
30 #include "WGEPostprocessor.h"
31 
32 /**
33  * Cel shading effect postprocessor.
34  */
36 {
37 public:
38  /**
39  * Convenience typedef for a boost::shared_ptr< WGEPostprocessorCelShading >.
40  */
41  typedef boost::shared_ptr< WGEPostprocessorCelShading > SPtr;
42 
43  /**
44  * Convenience typedef for a boost::shared_ptr< const WGEPostprocessorCelShading >.
45  */
46  typedef boost::shared_ptr< const WGEPostprocessorCelShading > ConstSPtr;
47 
48  /**
49  * Default constructor.
50  */
52 
53  /**
54  * Destructor.
55  */
57 
58  /**
59  * Create instance. Uses the protected constructor. Implement it if you derive from this class!
60  *
61  * \param offscreen use this offscreen node to add your texture pass'
62  * \param gbuffer the input textures you should use
63  * \returns shared pointer to the created instance
64  */
65  virtual WGEPostprocessor::SPtr create( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer ) const;
66 protected:
67  /**
68  * Constructor. Implement this constructor and build your processing pipeline in here
69  *
70  * \param offscreen use this offscreen node to add your texture pass'
71  * \param gbuffer the input textures you should use
72  */
73  WGEPostprocessorCelShading( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer );
74 private:
75 };
76 
77 #endif // WGEPOSTPROCESSORCELSHADING_H
78