// SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2011-2013 the SuperTuxKart-Team // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 3 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef HEADER_POST_PROCESSING_HPP #define HEADER_POST_PROCESSING_HPP #include "IShaderConstantSetCallBack.h" #include "S3DVertex.h" #include "SMaterial.h" #include "graphics/camera.hpp" class FrameBuffer; #include namespace irr { namespace video { class IVideoDriver; class ITexture; } } using namespace irr; /** \brief Handles post processing, eg motion blur * \ingroup graphics */ class PostProcessing: public IReferenceCounted { private: video::SMaterial m_material; /** Boost time, how long the boost should be displayed. This also * affects the strength of the effect: longer boost time will * have a stronger effect. */ std::vector m_boost_time; bool m_any_boost; /** The center of blurring, in texture coordinates [0,1]).*/ std::vector m_center; /** The center to which the blurring is aimed at, in [0,1]. */ std::vector m_direction; struct Quad { video::S3DVertex v0, v1, v2, v3; }; /** The vertices for the rectangle used for each camera. This includes * the vertex position, normal, and texture coordinate. */ std::vector m_vertices; video::ITexture *m_areamap; u32 m_sunpixels; void setMotionBlurCenterY(const u32 num, const float y); public: PostProcessing(video::IVideoDriver* video_driver); virtual ~PostProcessing(); void reset(); /** Those should be called around the part where we render the scene to be post-processed */ void begin(); void update(float dt); /** Generate diffuse and specular map */ void renderSunlight(); void renderShadowedSunlight(const std::vector &sun_ortho_matrix, unsigned depthtex); void renderFog(); void renderSSAO(); void renderEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff, unsigned skycubemap); void renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB, const core::matrix4 &rh_matrix, const core::vector3df &rh_extend); void renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, unsigned shr, unsigned shg, unsigned shb); /** Blur the in texture */ void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); /** Render tex. Used for blit/texture resize */ void renderPassThrough(unsigned tex); void renderTextureLayer(unsigned tex, unsigned layer); void applyMLAA(); void renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBuffer &out_fbo); void renderGlow(unsigned tex); /** Render the post-processed scene */ FrameBuffer *render(scene::ICameraSceneNode * const camnode, bool isRace); /** Use motion blur for a short time */ void giveBoost(unsigned int cam_index); void setSunPixels(const u32 in) { m_sunpixels = in; } }; #endif // HEADER_POST_PROCESSING_HPP