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include
vrvPostProcessor
DtHdrRenderTexture.h
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/******************************************************************************
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** Copyright (c) 2016 MAK Technologies, Inc.
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** All rights reserved.
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******************************************************************************/
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// This file is derived from the HDR NVIDIA gameworks SDK example
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//----------------------------------------------------------------------------------
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// File: es3aep-kepler\HDR/RenderTexture.h
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// SDK Version: v2.11
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// Email: gameworks@nvidia.com
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// Site: http://developer.nvidia.com/
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//
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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#pragma once
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// Get proper local export symbol
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#include <
vrvPostProcessor/vrvPostProcessor.h
>
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#include <GL/glew.h>
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#include <osg/Texture2D>
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namespace
makVrv
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{
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class
DT_DLL_VRVPOSTPROCESSOR
DtRenderTexture
{
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public
:
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enum
ColorType
{
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RG16F
,
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RGB16F
,
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RGB32F
,
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RGBA16F
,
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};
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DtRenderTexture
();
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virtual
~
DtRenderTexture
();
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virtual
bool
init
(
int
width,
int
height, ColorType color,
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osg::Texture2D::FilterMode minFilter = osg::Texture2D::LINEAR,
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osg::Texture2D::WrapMode = osg::Texture2D::CLAMP_TO_BORDER);
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virtual
void
activateFB();
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virtual
int
getWidth();
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virtual
int
getHeight();
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virtual
void
bind
();
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virtual
void
release();
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virtual
unsigned
int
getTexId();
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protected
:
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int
myWidth
;
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int
myHeight
;
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unsigned
int
myFormat
;
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unsigned
int
myType
;
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unsigned
int
myFboId
;
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unsigned
int
myTexId
;
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};
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}
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Document ID: Generated on Thu Mar 23 18:54:12 EDT 2017 from SVN revision 174804
Copyright © 2005-2017 VT MÄK. All Rights Reserved (
www.mak.com
)