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#pragma once
#include "Shader.hpp"
#include <glm/glm.hpp>
#include <vector>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#endif
namespace renderer {
class SSAORenderer {
public:
SSAORenderer();
~SSAORenderer();
bool init( int width, int height, bool halfRes = true );
void resize( int width, int height );
void bindGBuffer();
void unbind();
void computeSSAO( const glm::mat4& proj, const glm::mat4& invProj, float radius, float bias, float power );
void blurSSAO();
unsigned int getSSAOTextureID() const;
void bindSSAOTextureToUnit( int unit, renderer::Shader& shader, const std::string& uniformName = "ssao" ) const;
renderer::Shader& getGBufferShader () { return mGBufferShader; }
private:
void initBuffers();
void initKernelAndNoise();
int mWidth;
int mHeight;
bool mHalfRes;
GLuint mGBufferFBO;
GLuint mGNormal;
GLuint mGDepth;
GLuint mSSAOFBO;
GLuint mSSAOTexture;
GLuint mSSAOBlurFBO;
GLuint mSSAOBlurTexture;
GLuint mNoiseTexture;
GLuint mQuadVAO;
GLuint mQuadVBO;
std::vector<glm::vec3> mKernel;
int mKernelSize;
renderer::Shader mGBufferShader;
renderer::Shader mSSAOShader;
renderer::Shader mBlurShader;
};
} // namespace renderer
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