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kaplademo/source/kaplaDemo/AABox.h
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kaplademo/source/kaplaDemo/AABox.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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//
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// Implementation of different antialiasing methods.
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// - typical MSAA
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// - CSAA
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// - Hardware AA mixed with FBO for supersampling pass
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// - simple downsampling
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// - downsampling with 1 or 2 kernel filters
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//
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// AABox is the class that will handle everything related to supersampling through
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// an offscreen surface defined thanks to FBO
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// Basic use is :
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//
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// Initialize()
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// ...
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// Activate(int x=0, int y=0)
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// Draw the scene (so, in the offscreen supersampled buffer)
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// Deactivate()
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// Draw() : downsample to backbuffer
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// ...
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// Destroy()
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//
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//--------------------------------------------------------------------------------------
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#define FB_SS 0
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#include <Cg/CgGL.h>
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#include <string>
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class AABox
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{
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public:
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AABox(std::string path);
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~AABox();
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bool Initialize(int w, int h, float ssfact, int depthSamples, int coverageSamples);
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void Destroy();
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void Activate(int x=0, int y=0);
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void Deactivate();
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void Rebind();
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void Draw(int technique);
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int getBufW() const {return bufw;};
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int getBufH() const {return bufh;};
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GLuint getTextureID() {return textureID;};
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CGparameter cgBlendFactor;
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//protected:
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bool bValid;
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bool bCSAA;
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int vpx, vpy, vpw, vph;
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int posx, posy;
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int bufw, bufh;
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CGcontext cgContext;
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CGeffect cgEffect;
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CGtechnique cgTechnique[4];
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CGpass cgPassDownSample;
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CGpass cgPassDrawFinal;
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GLuint textureID;
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GLuint textureDepthID;
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CGparameter cgSrcSampler;
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CGparameter cgSSsampler;
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CGparameter cgDepthSSsampler;
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CGparameter cgTexelSize;
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GLuint fb;
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GLuint fbms;
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GLuint depth_rb;
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GLuint color_rb;
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GLuint oldFbo;
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std::string path;
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bool initRT(int depthSamples, int coverageSamples);
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};
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