SuperTuxKart
graphics
post_processing.hpp
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011-2015 the SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_POST_PROCESSING_HPP
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#define HEADER_POST_PROCESSING_HPP
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#include "graphics/gl_headers.hpp"
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#include <S3DVertex.h>
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#include <matrix4.h>
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#include <vector>
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class
FrameBuffer
;
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class
RTT
;
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namespace
irr
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{
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namespace
video {
class
IVideoDriver;
class
ITexture; }
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namespace
scene {
class
ICameraSceneNode; }
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}
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using namespace
irr;
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class
PostProcessing
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{
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private
:
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std::vector<float>
m_boost_time
;
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video::ITexture* m_areamap;
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public
:
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PostProcessing
();
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void
reset();
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void
update(
float
dt);
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void
renderBloom(GLuint in);
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void
renderSSAO(
const
FrameBuffer
& linear_depth_framebuffer,
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const
FrameBuffer
& ssao_framebuffer,
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GLuint depth_stencil_texture);
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void
renderGaussian3Blur(
const
FrameBuffer
&in_fbo,
const
FrameBuffer
&auxiliary)
const
;
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void
renderGaussian6Blur(
const
FrameBuffer
&in_fbo,
const
FrameBuffer
&auxiliary,
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float
sigmaV,
float
sigmaH)
const
;
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void
renderHorizontalBlur(
const
FrameBuffer
&in_fbo,
const
FrameBuffer
&auxiliary)
const
;
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void
renderGaussian9TapBlur(
const
FrameBuffer
&in_fbo,
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const
FrameBuffer
&auxiliary,
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const
FrameBuffer
&linear_depth)
const
;
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void
renderPassThrough(
unsigned
tex,
unsigned
width,
unsigned
height)
const
;
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void
renderTextureLayer(
unsigned
tex,
unsigned
layer)
const
;
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void
renderDoF(
const
FrameBuffer
&framebuffer, GLuint color_texture, GLuint depth_stencil_texture);
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void
renderGodRays(scene::ICameraSceneNode *
const
camnode,
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const
FrameBuffer
&in_fbo,
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const
FrameBuffer
&tmp_fbo,
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const
FrameBuffer
&quarter1_fbo,
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const
FrameBuffer
&quarter2_fbo);
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void
applyMLAA(
const
FrameBuffer
& mlaa_tmp_framebuffer,
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const
FrameBuffer
& mlaa_blend_framebuffer,
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const
FrameBuffer
& mlaa_colors_framebuffer);
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void
renderMotionBlur(
const
FrameBuffer
&in_fbo,
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FrameBuffer
&out_fbo,
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GLuint depth_stencil_texture);
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void
renderGlow(
const
FrameBuffer
& quarter_framebuffer)
const
;
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void
renderLightning(core::vector3df intensity);
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void
giveBoost(
unsigned
int
cam_index);
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FrameBuffer
*render(scene::ICameraSceneNode *
const
camnode,
bool
isRace,
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RTT
*rtts);
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};
// class PostProcessing
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#endif
// HEADER_POST_PROCESSING_HPP
FrameBuffer
Definition:
frame_buffer.hpp:33
PostProcessing
Handles post processing, eg motion blur.
Definition:
post_processing.hpp:42
PostProcessing::m_boost_time
std::vector< float > m_boost_time
Boost time, how long the boost should be displayed.
Definition:
post_processing.hpp:47
RTT
Definition:
rtts.hpp:104
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