OpenWalnut  1.4.0
WGEPostprocessorLineAO.h
1 //---------------------------------------------------------------------------
2 //
3 // Project: OpenWalnut ( http://www.openwalnut.org )
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5 // Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
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23 //---------------------------------------------------------------------------
24 
25 #ifndef WGEPOSTPROCESSORLINEAO_H
26 #define WGEPOSTPROCESSORLINEAO_H
27 
28 #include <boost/shared_ptr.hpp>
29 
30 #include "WGEPostprocessor.h"
31 
32 /**
33  * LineAO implementation. This is an implementation of the paper http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.142.
34  */
36 {
37 public:
38  /**
39  * Convenience typedef for a boost::shared_ptr< WGEPostprocessorLineAO >.
40  */
41  typedef boost::shared_ptr< WGEPostprocessorLineAO > SPtr;
42 
43  /**
44  * Convenience typedef for a boost::shared_ptr< const WGEPostprocessorLineAO >.
45  */
46  typedef boost::shared_ptr< const WGEPostprocessorLineAO > ConstSPtr;
47 
48  /**
49  * Default constructor.
50  */
52 
53  /**
54  * Destructor.
55  */
56  virtual ~WGEPostprocessorLineAO();
57 
58  /**
59  * Create instance. Uses the protected constructor. Implement it if you derive from this class!
60  *
61  * \param offscreen use this offscreen node to add your texture pass'
62  * \param gbuffer the input textures you should use
63  *
64  * \return created postprocessor instance
65  */
66  virtual WGEPostprocessor::SPtr create( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer ) const;
67 protected:
68  /**
69  * Constructor. Implement this constructor and build your processing pipeline in here
70  *
71  * \param offscreen use this offscreen node to add your texture pass'
72  * \param gbuffer the input textures you should use
73  */
74  WGEPostprocessorLineAO( osg::ref_ptr< WGEOffscreenRenderNode > offscreen, const PostprocessorInput& gbuffer );
75 private:
76 };
77 
78 #endif // WGEPOSTPROCESSORLINEAO_H
79