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- #ifndef ANKI_RENDERER_PPS_H
- #define ANKI_RENDERER_PPS_H
- #include "anki/renderer/RenderingPass.h"
- #include "anki/gl/Fbo.h"
- #include "anki/resource/TextureResource.h"
- #include "anki/resource/Resource.h"
- #include "anki/renderer/Hdr.h"
- #include "anki/renderer/Ssao.h"
- #include "anki/renderer/Bl.h"
- #include "anki/renderer/Lf.h"
- namespace anki {
- class ShaderProgram;
- /// Post-processing stage.This stage is divided into 2 two parts. The first
- /// happens before blending stage and the second after
- class Pps: public OptionalRenderingPass
- {
- public:
- Pps(Renderer* r);
- ~Pps();
- void init(const RendererInitializer& initializer);
- void run();
- /// @name Accessors
- /// @{
- const Hdr& getHdr() const
- {
- return hdr;
- }
- Hdr& getHdr()
- {
- return hdr;
- }
- const Ssao& getSsao() const
- {
- return ssao;
- }
- const Bl& getBl() const
- {
- return bl;
- }
- Bl& getBl()
- {
- return bl;
- }
- const Lf& getLf() const
- {
- return lf;
- }
- Lf& getLf()
- {
- return lf;
- }
- const Texture& getFai() const
- {
- return fai;
- }
- Texture& getFai()
- {
- return fai;
- }
- /// @}
- private:
- /// @name Passes
- /// @{
- Hdr hdr;
- Ssao ssao;
- Bl bl;
- Lf lf;
- /// @}
- Fbo fbo;
- ShaderProgramResourcePointer prog;
- Texture fai;
- void initInternal(const RendererInitializer& initializer);
- };
- } // end namespace anki
- #endif
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