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axyz/include/Engine/Rendering/SSAOPass.h
T

58 lines
1.4 KiB
C++

#ifndef SSAOPass_h__
#define SSAOPass_h__
#include "IRenderer.h"
#include "SSAOPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "DrawBloomPass.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class SSAOPass
{
public:
SSAOPass(IRenderer* rendere);
~SSAOPass() { };
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float intensity);
void ClearBuffer();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
private:
void InitializeTexture();
void InitializeFrameBuffer();
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
float m_Radius;
float m_Bias;
float m_Intensity;
GLuint m_SSAOTexture;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram;
DrawBloomPass* m_DrawBloomPass;
};
#endif