Files
NazaraEngine/include/Nazara/Graphics/DeferredBloomPass.hpp
Lynix 86bdab9055 Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro
-Added glGetActiveUniform OpenGL function
-Added (Uber)ShaderLibrary
-Added (Uber)ShaderName parameter to models
-Changed uniform system
-Fixed Node copying
-Moved Material class to Graphics module
-Optimized lights
-Remade Shader class
-Renamed Node::Invalidate to Node::InvalidateNode
-Renamed ShaderProgram to Shader


Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
2014-02-21 19:27:39 +01:00

55 lines
1.7 KiB
C++

// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEFERREDBLOOMPASS_HPP
#define NAZARA_DEFERREDBLOOMPASS_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
class NAZARA_API NzDeferredBloomPass : public NzDeferredRenderPass
{
public:
NzDeferredBloomPass();
virtual ~NzDeferredBloomPass();
unsigned int GetBlurPassCount() const;
float GetBrightLuminance() const;
float GetBrightMiddleGrey() const;
float GetBrightThreshold() const;
NzTexture* GetTexture(unsigned int i) const;
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Resize(const NzVector2ui& dimensions);
void SetBlurPassCount(unsigned int passCount);
void SetBrightLuminance(float luminance);
void SetBrightMiddleGrey(float middleGrey);
void SetBrightThreshold(float threshold);
protected:
NzRenderStates m_bloomStates;
NzRenderTexture m_bloomRTT;
NzShaderRef m_bloomBrightShader;
NzShaderRef m_bloomFinalShader;
NzShaderRef m_gaussianBlurShader;
NzTextureRef m_bloomTextures[2];
NzTextureSampler m_bilinearSampler;
mutable bool m_uniformUpdated;
float m_brightLuminance;
float m_brightMiddleGrey;
float m_brightThreshold;
int m_gaussianBlurShaderFilterLocation;
unsigned int m_blurPassCount;
};
#endif // NAZARA_DEFERREDBLOOMPASS_HPP