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MultiPassPostProcess.h
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/***************************************************************************
# Copyright (c) 2015, NVIDIA CORPORATION. All rights reserved.
#
# 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.
***************************************************************************/
#pragma once
#include "Falcor.h"
#include "PostProcessMixer.h"
#include "PostProcessVignette.h"
#include "PostProcessSharp.h"
#include "PostProcessGlitch.h"
#include "PostProcessFilmGrain.h"
#include "PostProcessBugTV.h"
#include "PostProcessMotionBlur.h"
#include "PostProcessLut.h"
#include "ShaderToyImplementation.h"
#include "ModelViewer.h"
using namespace Falcor;
class MultiPassPostProcess : public Renderer
{
struct SLight {
glm::vec3 color;
float intensity;
SLight() {
color = glm::vec3(1.0f);
intensity = 1.0f;
}
};
static const int LIGHT_COUNT = 10;
public:
void onLoad(SampleCallbacks* pSample, RenderContext* pRenderContext) override;
void onFrameRender(SampleCallbacks* pSample, RenderContext* pRenderContext, const Fbo::SharedPtr& pTargetFbo) override;
void onShutdown(SampleCallbacks* pSample) override;
bool onKeyEvent(SampleCallbacks* pSample, const KeyboardEvent& keyEvent) override;
bool onMouseEvent(SampleCallbacks* pSample, const MouseEvent& mouseEvent) override;
void onGuiRender(SampleCallbacks* pSample, Gui* pGui) override;
void onDroppedFile(SampleCallbacks* pSample, const std::string& filename) override;
private:
Fbo::SharedPtr mpTempFB;
//VideoDecoder::UniquePtr mpVideoDecoder;
bool mEnableGaussianBlur = false;
GaussianBlur::UniquePtr mpGaussianBlur;
FullScreenPass::UniquePtr mpBlit;
std::vector<PostProcessBase::UniquePtr> postProcessor;
std::vector<ShaderToyImplementation::UniquePtr> shaderToy;
ModelViewer::UniquePtr modelViewer;
GraphicsVars::SharedPtr mpProgVars;
ComputeProgram::SharedPtr mpComputeProg;
ComputeState::SharedPtr mpComputeState;
ComputeVars::SharedPtr mpComputeProgVars;
//利用ComputeShader变成01范围内的
Texture::SharedPtr mpDepthLiner01Texture;
void loadImage(SampleCallbacks* pSample);
void loadImageFromFile(SampleCallbacks* pSample, std::string filename);
void loadVideoFromFile(SampleCallbacks* pSample);
void loadShaderToy();
void loadPostProcess();
//testing
void onInitializeTesting(SampleCallbacks* pSample) override;
Texture::SharedPtr pTextureSelectedFromFile = nullptr;
};