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@@ -38,18 +38,18 @@ public:
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parameterUpdateTimestamp = Timestamp::getTimestamp();
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parameterUpdateTimestamp = Timestamp::getTimestamp();
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}
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}
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- uint getBlurringIterationsCount() const
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+ U32 getBlurringIterationsCount() const
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{
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{
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return blurringIterationsCount;
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return blurringIterationsCount;
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}
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}
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- void setBlurringIterationsCount(const uint x)
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+ void setBlurringIterationsCount(const U32 x)
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{
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{
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blurringIterationsCount = x;
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blurringIterationsCount = x;
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}
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}
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const Texture& getFai() const
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const Texture& getFai() const
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{
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{
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- return fai;
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+ return vblurFai;
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}
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}
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/// @}
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/// @}
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@@ -57,19 +57,19 @@ private:
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U32 width;
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U32 width;
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U32 height;
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U32 height;
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F32 exposure = 4.0; ///< How bright is the HDR
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F32 exposure = 4.0; ///< How bright is the HDR
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- U32 blurringIterationsCount = 2; ///< The blurring iterations of the tone map
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+ U32 blurringIterationsCount = 2; ///< The blurring iterations
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F32 blurringDist = 1.0; ///< Distance in blurring
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F32 blurringDist = 1.0; ///< Distance in blurring
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F32 renderingQuality = 0.5;
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F32 renderingQuality = 0.5;
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- Fbo toneFbo;
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Fbo hblurFbo;
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Fbo hblurFbo;
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Fbo vblurFbo;
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Fbo vblurFbo;
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ShaderProgramResourcePointer toneSProg;
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ShaderProgramResourcePointer toneSProg;
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ShaderProgramResourcePointer hblurSProg;
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ShaderProgramResourcePointer hblurSProg;
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ShaderProgramResourcePointer vblurSProg;
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ShaderProgramResourcePointer vblurSProg;
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- Texture toneFai; ///< Vertical blur pass FAI
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Texture hblurFai; ///< pass0Fai with the horizontal blur FAI
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Texture hblurFai; ///< pass0Fai with the horizontal blur FAI
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- Texture fai; ///< The final FAI
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+ Texture vblurFai; ///< The final FAI
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+ /// When a parameter changed by the setters
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U32 parameterUpdateTimestamp = Timestamp::getTimestamp();
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U32 parameterUpdateTimestamp = Timestamp::getTimestamp();
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+ /// When the commonUbo got updated
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U32 commonUboUpdateTimestamp = Timestamp::getTimestamp();
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U32 commonUboUpdateTimestamp = Timestamp::getTimestamp();
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Ubo commonUbo;
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Ubo commonUbo;
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@@ -77,6 +77,6 @@ private:
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void initInternal(const RendererInitializer& initializer);
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void initInternal(const RendererInitializer& initializer);
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};
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};
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-} // end namespace
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+} // end namespace anki
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#endif
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#endif
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