53 lines
2.1 KiB
C++
53 lines
2.1 KiB
C++
//
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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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#pragma once
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#include <GL/glew.h>
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#include "Shader.h"
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#define SAMPLEDIV 4
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#define NUMSAMPLES SAMPLEDIV*SAMPLEDIV
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class SSAOHelper{
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public:
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int Width, Height;
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float padding;
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int SWidth, SHeight;
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float fov;
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float fovPad;
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float zNear, zFar;
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float scale;
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int realWidth, realHeight;
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Shader SSAO, SSAOFilterH, SSAOFilterV;
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SSAOHelper(float fov, float padding, float zNear, float zFar, const char* resourcePath, float scale);
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void Resize(int w, int h);
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void DoSSAO(void (*renderScene)(), GLuint oldFBO = 0);
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void Destroy();
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GLuint FBO, unitVecTex, normalTex, depthTex, ssaoTex, blurTex;
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};
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