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76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_MOTION_BLUR_H
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#define NL_MOTION_BLUR_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#ifdef _X
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# undef _X
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#endif
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namespace NL3D {
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class IDriver ;
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class ITexture ;
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/**
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* This class help perfoming motion blur on a portion of the screen
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CMotionBlur
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{
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public:
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// ctor
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CMotionBlur() ;
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/** Must be called before performing motion blur on a image sequence. Motion blur is performed
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* on a rectangular area.
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* 2 calls -> nlassert. Once motion blur must be stopped, you must call releaseMotionBlur.
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* \param x the x position of the top-left coener of the rectangle on which motion blur apply
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* \param y the y position of the top-left coener of the rectangle on which motion blur apply
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* \param width the width of the rectangle on which motion blur apply
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* \param height the height of the rectangle on which motion blur apply
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*/
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void startMotionBlur(uint x, uint y, uint width, uint height) ;
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/// release the resources used by motion blur
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void releaseMotionBlur() ;
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/** perform motion blur, using the given driver
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* This can only have been called between a startMotionBlur / releaseMotionBlur pair.
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* It must be called after the scene has been drawn of course.
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* WARNING : this change the projection matrix and the frustum in the driver.
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* \param motionBlurAmount ranges from 0.f to 1.f. Blend using the following :
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* motionBlurAmount * previous frame + (1 - motionBlurAmount) * current Frame buffer state
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*/
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void performMotionBlur(IDriver *driver, float motionBlurAmount) ;
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protected:
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NLMISC::CSmartPtr<ITexture> _Tex ;
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uint _X, _Y, _W, _H ;
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};
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} // NL3D
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#endif // NL_MOTION_BLUR_H
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/* End of motion_blur.h */
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