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RGB Sobel filter
Romain Milbert edited this page Dec 8, 2022
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3 revisions
As the time of writing (2022-12-08, commit b3646d3), the following files give the result shown in this video:
#include <RaZ/Application.hpp>
#include <RaZ/Data/Mesh.hpp>
#include <RaZ/Data/ObjFormat.hpp>
#include <RaZ/Math/Transform.hpp>
#include <RaZ/Render/Camera.hpp>
#include <RaZ/Render/GaussianBlurRenderProcess.hpp>
#include <RaZ/Render/Light.hpp>
#include <RaZ/Render/Material.hpp>
#include <RaZ/Render/MeshRenderer.hpp>
#include <RaZ/Render/RenderSystem.hpp>
#include <RaZ/Render/SobelFilterRenderProcess.hpp>
using namespace Raz::Literals;
using namespace std::literals;
int main() {
Raz::Application app;
Raz::World& world = app.addWorld(6);
auto& renderSystem = world.addSystem<Raz::RenderSystem>(1280, 720, "RaZ");
Raz::Window& window = renderSystem.getWindow();
window.addKeyCallback(Raz::Keyboard::ESCAPE, [&app] (float) noexcept { app.quit(); });
window.setCloseCallback([&app] () noexcept { app.quit(); });
Raz::Entity& camera = world.addEntity();
auto& cameraComp = camera.addComponent<Raz::Camera>(window.getWidth(), window.getHeight());
auto& cameraTrans = camera.addComponent<Raz::Transform>(Raz::Vec3f(0.f, 5.f, 20.f));
Raz::Entity& mesh = world.addEntity();
mesh.addComponent<Raz::MeshRenderer>(Raz::ObjFormat::load("crytek_sponza.obj").second);
mesh.addComponent<Raz::Transform>(Raz::Vec3f(0.f), Raz::Quaternionf(90_deg, Raz::Axis::Y), Raz::Vec3f(0.04f));
world.addEntityWithComponent<Raz::Light>(Raz::LightType::DIRECTIONAL, Raz::Axis::X, 1.f);
world.addEntityWithComponent<Raz::Light>(Raz::LightType::DIRECTIONAL, -Raz::Axis::X, 1.f);
world.addEntityWithComponent<Raz::Light>(Raz::LightType::DIRECTIONAL, Raz::Axis::Z, 1.f);
world.addEntityWithComponent<Raz::Light>(Raz::LightType::DIRECTIONAL, -Raz::Axis::Z, 1.f);
Raz::RenderGraph& renderGraph = renderSystem.getRenderGraph();
Raz::RenderPass& geometryPass = renderSystem.getGeometryPass();
const auto depthBuffer = Raz::Texture2D::create(window.getWidth(), window.getHeight(), Raz::TextureColorspace::DEPTH);
const auto colorBuffer = Raz::Texture2D::create(window.getWidth(), window.getHeight(), Raz::TextureColorspace::RGB);
geometryPass.setWriteDepthTexture(depthBuffer);
geometryPass.addWriteColorTexture(colorBuffer, 0);
auto& blur = renderGraph.addRenderProcess<Raz::GaussianBlurRenderProcess>();
blur.setInputBuffer(colorBuffer);
blur.addParent(geometryPass);
const auto colorBuffer2 = Raz::Texture2D::create(window.getWidth(), window.getHeight(), Raz::TextureColorspace::RGB);
auto& sobel = renderGraph.addRenderProcess<Raz::SobelFilterRenderProcess>();
sobel.setInputBuffer(colorBuffer2);
sobel.addParent(blur);
blur.setOutputBuffer(colorBuffer2);
app.run();
return EXIT_SUCCESS;
}
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