org.osm2world.core.target.jogl
public class SSAOShader extends DepthBufferShader
USE_TRANSPARENCY
renderOnlySemiTransparent, renderSemiTransparent
fragmentShader, gl, shaderProgram, vertexShader
Constructor and Description |
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SSAOShader(GL3 gl) |
Modifier and Type | Method and Description |
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void |
disableShader()
Completes the rendering of the depth map.
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int |
getDepthBuferHandle()
Returns the handle of the texture containing the rendered depth map.
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boolean |
setMaterial(Material material,
JOGLTextureManager textureManager)
Prepare the shader to use the given material when rendering the primitives later.
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void |
useShader()
Prepares rendering of the depth map.
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getModelViewProjectionMatrixID, getVertexBumpMapCoordID, getVertexNormalID, getVertexPositionID, getVertexTangentID, getVertexTexCoordID, setPMVMatrix
glDisableVertexAttribArray, glEnableVertexAttribArray, glVertexAttribPointer, setRenderOnlySemiTransparent, setRenderSemiTransparent
finalize, freeResources, getProgram, loadDefaults, validateShader
public boolean setMaterial(Material material, JOGLTextureManager textureManager)
setMaterial
in class DepthBufferShader
material
- the material to applytextureManager
- the texture manager to use if the material has texturestrue
if this shader wants to render primitives with the given material at all, false
otherwise.public int getDepthBuferHandle()
public void useShader()
disableShader()
should be called after the rendering is complete to bind the default framebuffer again.useShader
in class AbstractShader
public void disableShader()
disableShader
in class AbstractShader