// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #pragma once #include "GFSDK_SSAO.h" #include "Shader.h" class HBAOHelper { public: HBAOHelper(float fov, float zNear, float zFar); ~HBAOHelper(); bool init(); bool renderAO(void(*renderScene)(), GLuint oldFBO = 0, bool useNormalTexture = true); void resize(int wAA, int hAA, int realw, int realH); private: GFSDK_SSAO_Parameters mAoParams; GFSDK_SSAO_GLFunctions mGLFunctions; GFSDK_SSAO_Context_GL* mHbaoGlContext; float mNormalMapTransform[16]; float mFov; float mZnear; float mZFar; GLint mWidthAA; GLint mHeightAA; GLint mWidthReal; GLint mHeightReal; GLuint mNormalTex; GLuint mDepthTex; GLuint mFBO; GLuint mDownScaledFBO; GLuint mColorTex; };