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PhysX4.1/kaplademo/source/demoFramework/HBAOHelper.h
2025-11-28 23:13:44 +05:30

61 lines
2.2 KiB
C++

//
// 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;
};