Move default render target handling to CDriverUser
This commit is contained in:
parent
d71f4c28c8
commit
ba88c3c19f
12 changed files with 605 additions and 107 deletions
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@ -109,6 +109,11 @@ protected:
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CMaterial _MatTextInternal;
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CMaterial _MatTextStretchInternal;
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// Default render target for effect pipeline
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CTextureUser *_EffectRenderTarget;
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UMaterial _MatRenderTarget;
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CMaterial _MatRenderTargetInt;
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NLMISC::CQuadUV _RenderTargetQuad;
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// StaticInit
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static bool _StaticInit;
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@ -242,6 +247,16 @@ public:
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// @}
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/// Get the render target manager
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virtual CRenderTargetManager &getRenderTargetManager() { return _RenderTargetManager; }
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/// Set a texture the size of the window as render target
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virtual void beginDefaultRenderTarget();
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/// Draw the render target to the back buffer
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virtual void endDefaultRenderTarget(UScene *scene);
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/// \name Components gestion for Interface 2D/3D.
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// @{
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@ -254,8 +269,6 @@ public:
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/// get cahce information.
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virtual std::string getFontManagerCacheInformation() const ;
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virtual CRenderTargetManager &getRenderTargetManager() { return _RenderTargetManager; }
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/** Create a new texture file, searching in CPath.
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* \param file filename, local to CPath paths.
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82
code/nel/include/nel/3d/fxaa.h
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82
code/nel/include/nel/3d/fxaa.h
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@ -0,0 +1,82 @@
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/**
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* \file fxaa.h
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* \brief CFXAA
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* \date 2014-08-03 21:41GMT
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* \author Jan Boon (Kaetemi)
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* CFXAA
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*/
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/*
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* Copyright (C) 2014 by authors
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*
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* This file is part of NL3D.
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* NL3D is free software: you can redistribute it and/or modify it
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* 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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* NL3D is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General
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* 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
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* License along with NL3D. If not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#ifndef NL3D_FXAA_H
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#define NL3D_FXAA_H
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#include <nel/misc/types_nl.h>
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// STL includes
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// NeL includes
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#include <nel/misc/smart_ptr.h>
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#include <nel/misc/geom_ext.h>
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// Project includes
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#include <nel/3d/u_material.h>
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#include <nel/3d/vertex_buffer.h>
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#define NL_STEREO_MAX_USER_CAMERAS 8
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namespace NL3D {
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class ITexture;
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class CTextureUser;
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class CPixelProgram;
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/**
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* \brief CFXAA
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* \date 2014-08-03 21:41GMT
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* \author Jan Boon (Kaetemi)
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* CFXAA
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*/
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class CFXAA
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{
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public:
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CFXAA(NL3D::UDriver *driver);
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virtual ~CFXAA();
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/// Apply effect to current render target. Render target must be managed by render target manager
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virtual void applyEffect();
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private:
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UDriver *m_Driver;
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NL3D::UMaterial m_Mat;
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NL3D::CVertexBuffer m_VB;
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NLMISC::CQuadUV m_QuadUV;
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CPixelProgram *m_PP;
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uint m_Width;
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uint m_Height;
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}; /* class CFXAA */
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} /* namespace NL3D */
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#endif /* #ifndef NL3D_FXAA_H */
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/* end of file */
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@ -307,6 +307,16 @@ public:
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// @}
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/// Get the render target manager
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virtual CRenderTargetManager &getRenderTargetManager() =0;
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/// Set a texture the size of the window as render target
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virtual void beginDefaultRenderTarget() =0;
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/// Draw the render target to the back buffer
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virtual void endDefaultRenderTarget(UScene *scene) =0;
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/// \name Components gestion for Interface 2D/3D.
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// @{
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@ -320,8 +330,6 @@ public:
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/// get cahce information.
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virtual std::string getFontManagerCacheInformation() const =0;
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virtual CRenderTargetManager &getRenderTargetManager() =0;
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/** Create a new texture file, searching in CPath. NB: by default a textureFile created with this
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* method has a setAllowDegradation() at false.
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@ -195,6 +195,8 @@ CDriverUser::CDriverUser (uintptr_t windowIcon, TDriver driver, emptyProc exitFu
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_RenderTargetManager.m_Driver = this;
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_ShapeBank._DriverUser = this;
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_EffectRenderTarget = NULL;
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NL_SET_IB_NAME(_PBLine, "CDriverUser::_PBLine");
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NL_SET_IB_NAME(_PBTri, "CDriverUser::_PBTri");
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}
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@ -73,6 +73,63 @@ void CDriverUser::deleteScene(UScene *scene)
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_Scenes.erase((CSceneUser*)scene, "deleteScene(): Bad scene ptr");
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}
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// ***************************************************************************
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void CDriverUser::beginDefaultRenderTarget()
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{
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if (_MatRenderTarget.empty())
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{
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_MatRenderTarget.attach(&_MatRenderTargetInt);
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UMaterial &umat = _MatRenderTarget;
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CMaterial &mat = _MatRenderTargetInt;
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umat.initUnlit();
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umat.setColor(CRGBA::White);
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umat.setBlend(false);
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umat.setAlphaTest(false);
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mat.setBlendFunc(CMaterial::one, CMaterial::zero);
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mat.setZWrite(false);
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mat.setZFunc(CMaterial::always);
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mat.setDoubleSided(true);
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_RenderTargetQuad.V0 = CVector(0.f, 0.f, 0.5f);
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_RenderTargetQuad.V1 = CVector(1.f, 0.f, 0.5f);
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_RenderTargetQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_RenderTargetQuad.V3 = CVector(0.f, 1.f, 0.5f);
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_RenderTargetQuad.Uv0 = CUV(0.f, 0.f);
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_RenderTargetQuad.Uv1 = CUV(1.f, 0.f);
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_RenderTargetQuad.Uv2 = CUV(1.f, 1.f);
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_RenderTargetQuad.Uv3 = CUV(0.f, 1.f);
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}
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nlassert(!_EffectRenderTarget);
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uint32 winw, winh;
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getWindowSize(winw, winh);
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_EffectRenderTarget = getRenderTargetManager().getRenderTarget(winw, winh);
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setRenderTarget(*_EffectRenderTarget);
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}
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// ***************************************************************************
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void CDriverUser::endDefaultRenderTarget(UScene *scene)
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{
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nlassert(_EffectRenderTarget);
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CTextureUser texNull;
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setRenderTarget(texNull);
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_MatRenderTarget.getObjectPtr()->setTexture(0, _EffectRenderTarget->getITexture());
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UCamera pCam = scene->getCam();
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setMatrixMode2D11();
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drawQuad(_RenderTargetQuad, _MatRenderTarget);
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setMatrixMode3D(pCam);
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_MatRenderTarget.getObjectPtr()->setTexture(0, NULL);
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getRenderTargetManager().recycleRenderTarget(_EffectRenderTarget);
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_EffectRenderTarget = NULL;
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}
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// ***************************************************************************
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UTextContext *CDriverUser::createTextContext(const std::string fontFileName, const std::string fontExFileName)
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{
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196
code/nel/src/3d/fxaa.cpp
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196
code/nel/src/3d/fxaa.cpp
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/**
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* \file fxaa.cpp
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* \brief CFXAA
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* \date 2014-08-03 21:41GMT
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* \author Jan Boon (Kaetemi)
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* CFXAA
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*/
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/*
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* Copyright (C) 2014 by authors
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*
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* This file is part of NL3D.
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* NL3D is free software: you can redistribute it and/or modify it
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* 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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* NL3D is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General
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* 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
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* License along with NL3D. If not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#include <nel/misc/types_nl.h>
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#include <nel/3d/fxaa.h>
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// STL includes
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// NeL includes
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// #include <nel/misc/debug.h>
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// Project includes
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#include <nel/3d/u_camera.h>
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#include <nel/3d/u_driver.h>
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#include <nel/3d/material.h>
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#include <nel/3d/texture_bloom.h>
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#include <nel/3d/texture_user.h>
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#include <nel/3d/driver_user.h>
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#include <nel/3d/u_texture.h>
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#include <nel/3d/render_target_manager.h>
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using namespace std;
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// using namespace NLMISC;
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namespace NL3D {
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namespace {
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#include "fxaa_program.h"
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} /* anonymous namespace */
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CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_Width(~0), m_Height(~0)
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{
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nldebug("3D: Create FXAA");
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CDriverUser *dru = static_cast<CDriverUser *>(driver);
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NL3D::IDriver *drv = (dru)->getDriver();
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if (drv->supportBloomEffect() && drv->supportNonPowerOfTwoTextures())
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{
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m_PP = new CPixelProgram();
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// arbfp1
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{
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IProgram::CSource *source = new IProgram::CSource();
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source->Features.MaterialFlags = CProgramFeatures::TextureStages;
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source->Profile = IProgram::arbfp1;
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source->setSourcePtr(a_arbfp1);
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m_PP->addSource(source);
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}
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// ps_2_0
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{
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IProgram::CSource *source = new IProgram::CSource();
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source->Features.MaterialFlags = CProgramFeatures::TextureStages;
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source->Profile = IProgram::ps_2_0;
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source->setSourcePtr(a_ps_2_0);
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m_PP->addSource(source);
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}
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if (!drv->compilePixelProgram(m_PP))
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{
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nlwarning("No supported pixel program for FXAA effect");
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delete m_PP;
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m_PP = NULL;
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}
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}
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if (m_PP)
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{
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m_Mat = m_Driver->createMaterial();
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m_Mat.initUnlit();
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m_Mat.setColor(CRGBA::White);
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m_Mat.setBlend (false);
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m_Mat.setAlphaTest (false);
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NL3D::CMaterial *mat = m_Mat.getObjectPtr();
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mat->setShader(NL3D::CMaterial::Normal);
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mat->setBlendFunc(CMaterial::one, CMaterial::zero);
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mat->setZWrite(false);
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mat->setZFunc(CMaterial::always);
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mat->setDoubleSided(true);
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m_QuadUV.V0 = CVector(0.f, 0.f, 0.5f);
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m_QuadUV.V1 = CVector(1.f, 0.f, 0.5f);
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m_QuadUV.V2 = CVector(1.f, 1.f, 0.5f);
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m_QuadUV.V3 = CVector(0.f, 1.f, 0.5f);
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m_QuadUV.Uv0 = CUV(0.f, 0.f);
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m_QuadUV.Uv1 = CUV(1.f, 0.f);
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m_QuadUV.Uv2 = CUV(1.f, 1.f);
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m_QuadUV.Uv3 = CUV(0.f, 1.f);
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CVertexBuffer &vb = m_VB;
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vb.clearValueEx();
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vb.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
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vb.addValueEx(CVertexBuffer::TexCoord0, CVertexBuffer::Float2);
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vb.addValueEx(CVertexBuffer::TexCoord1, CVertexBuffer::Float4);
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vb.initEx();
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vb.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
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vb.setNumVertices(4);
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/*CVertexBufferReadWrite vba;
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vb.lock(vba);
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vba.setVertexCoord(0, 0.f, 0.f, 0.5f);
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vba.setVertexCoord(1, 1.f, 0.f, 0.5f);
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vba.setVertexCoord(2, 1.f, 1.f, 0.5f);
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vba.setVertexCoord(3, 0.f, 1.f, 0.5f);
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vba.setTexCoord(0, 0, 0.f, 0.f);
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vba.setTexCoord(1, 0, 1.f, 0.f);
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vba.setTexCoord(2, 0, 1.f, 1.f);
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vba.setTexCoord(3, 0, 0.f, 1.f);*/
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/*vba.setTexCoord(0, 1, 0.f, 0.f);
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vba.setTexCoord(1, 1, 1.f, 0.f);
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vba.setTexCoord(2, 1, 1.f, 1.f);
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vba.setTexCoord(3, 1, 0.f, 1.f);*/
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}
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}
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CFXAA::~CFXAA()
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{
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nldebug("3D: Destroy FXAA");
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if (!m_Mat.empty())
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{
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m_Driver->deleteMaterial(m_Mat);
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}
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delete m_PP;
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m_PP = NULL;
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m_Driver = NULL;
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}
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void CFXAA::applyEffect()
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{
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if (!m_PP)
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return;
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CDriverUser *dru = static_cast<CDriverUser *>(m_Driver);
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IDriver *drv = dru->getDriver();
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NL3D::ITexture *renderTarget = drv->getRenderTarget();
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nlassert(renderTarget);
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nlassert(renderTarget->isBloomTexture());
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uint width = renderTarget->getWidth();
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uint height = renderTarget->getHeight();
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bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
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nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
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float fwidth = (float)width;
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float fheight = (float)height;
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// create render target
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CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
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// swap render target
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CTextureUser texNull;
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dru->setRenderTarget(texNull);
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drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
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drv->setRenderTarget(renderTarget);
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// render effect
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m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
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m_Driver->drawQuad(m_QuadUV, m_Mat);
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m_Mat.getObjectPtr()->setTexture(0, NULL);
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// recycle render target
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m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
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}
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} /* namespace NL3D */
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/* end of file */
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168
code/nel/src/3d/fxaa_program.h
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168
code/nel/src/3d/fxaa_program.h
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const char *a_arbfp1 =
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"!!ARBfp1.0\n"
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//"# cgc version 3.1.0013, build date Apr 18 2012\n"
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//"# command line args: -profile arbfp1\n"
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//"# source file: fxaa_fp.cg\n"
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//"#vendor NVIDIA Corporation\n"
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//"#version 3.1.0.13\n"
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//"#profile arbfp1\n"
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//"#program fxaa_fp\n"
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//"#semantic fxaa_fp.fxaaConsoleRcpFrameOpt\n"
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//"#semantic fxaa_fp.fxaaConsoleRcpFrameOpt2\n"
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//"#semantic fxaa_fp.nlTex0 : TEX0\n"
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//"#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1\n"
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//"#var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1\n"
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//"#var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1\n"
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//"#var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1\n"
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//"#var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1\n"
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//"#var float4 oCol : $vout.COLOR : COL : 5 : 1\n"
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//"#const c[2] = 0.125 0 8 0.001953125\n"
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//"#const c[3] = -2 2 0.5\n"
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"PARAM c[4] = { program.env[0..1],\n"
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" { 0.125, 0, 8, 0.001953125 },\n"
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" { -2, 2, 0.5 } };\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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"TEMP R3;\n"
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"TEMP R4;\n"
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"TEMP R5;\n"
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"TEX R0.w, fragment.texcoord[1].zyzw, texture[0], 2D;\n"
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"ADD R0.x, R0.w, c[2].w;\n"
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"TEX R1.w, fragment.texcoord[1].xwzw, texture[0], 2D;\n"
|
||||
"TEX R0.w, fragment.texcoord[1], texture[0], 2D;\n"
|
||||
"ADD R0.y, R1.w, -R0.x;\n"
|
||||
"ADD R0.z, R0.w, R0.y;\n"
|
||||
"TEX R2.w, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
|
||||
"ADD R0.y, -R0.w, R0;\n"
|
||||
"ADD R1.z, -R2.w, R0;\n"
|
||||
"ADD R1.x, R2.w, R0.y;\n"
|
||||
"MOV R1.y, c[2];\n"
|
||||
"DP3 R0.y, R1, R1;\n"
|
||||
"RSQ R0.y, R0.y;\n"
|
||||
"MUL R2.xy, R0.y, R1.xzzw;\n"
|
||||
"MAD R3.xy, R2, c[0].zwzw, fragment.texcoord[0];\n"
|
||||
"ABS R0.z, R2.y;\n"
|
||||
"ABS R0.y, R2.x;\n"
|
||||
"MIN R0.y, R0, R0.z;\n"
|
||||
"RCP R0.y, R0.y;\n"
|
||||
"MUL R1.xy, R0.y, R2;\n"
|
||||
"MUL R1.xy, R1, c[2].x;\n"
|
||||
"MIN R1.xy, R1, c[3].y;\n"
|
||||
"MIN R0.y, R0.w, R1.w;\n"
|
||||
"TEX R4, R3, texture[0], 2D;\n"
|
||||
"MAD R2.xy, -R2, c[0].zwzw, fragment.texcoord[0];\n"
|
||||
"TEX R3, R2, texture[0], 2D;\n"
|
||||
"ADD R3, R3, R4;\n"
|
||||
"MAX R1.xy, R1, c[3].x;\n"
|
||||
"MAD R2.xy, R1, c[1].zwzw, fragment.texcoord[0];\n"
|
||||
"MAD R1.xy, -R1, c[1].zwzw, fragment.texcoord[0];\n"
|
||||
"MUL R5, R3, c[3].z;\n"
|
||||
"TEX R4, R2, texture[0], 2D;\n"
|
||||
"TEX R3, R1, texture[0], 2D;\n"
|
||||
"MIN R0.z, R0.x, R2.w;\n"
|
||||
"MIN R1.x, R0.y, R0.z;\n"
|
||||
"MAX R0.y, R0.x, R2.w;\n"
|
||||
"MAX R0.x, R0.w, R1.w;\n"
|
||||
"MAX R2.x, R0, R0.y;\n"
|
||||
"ADD R3, R3, R4;\n"
|
||||
"MAD R3, R3, c[3].z, R5;\n"
|
||||
"MUL R3, R3, c[3].z;\n"
|
||||
"SLT R1.z, R2.x, R3.w;\n"
|
||||
"SLT R1.y, R3.w, R1.x;\n"
|
||||
"TEX R0, fragment.texcoord[0], texture[0], 2D;\n"
|
||||
"ADD_SAT R1.y, R1, R1.z;\n"
|
||||
"MIN R1.z, R0.w, R1.x;\n"
|
||||
"MAX R1.x, R2, R0.w;\n"
|
||||
"ADD R2.y, R1.x, -R1.z;\n"
|
||||
"CMP R1, -R1.y, R5, R3;\n"
|
||||
"MAD R2.x, R2.y, c[2].z, -R2;\n"
|
||||
"CMP result.color, R2.x, R0, R1;\n"
|
||||
"END\n";
|
||||
//"# 51 instructions, 6 R-regs\n"
|
||||
|
||||
const char *a_ps_2_0 =
|
||||
"ps_2_x\n"
|
||||
// cgc version 3.1.0013, build date Apr 18 2012
|
||||
// command line args: -profile ps_2_x
|
||||
// source file: fxaa_fp.cg
|
||||
//vendor NVIDIA Corporation
|
||||
//version 3.1.0.13
|
||||
//profile ps_2_x
|
||||
//program fxaa_fp
|
||||
//semantic fxaa_fp.fxaaConsoleRcpFrameOpt
|
||||
//semantic fxaa_fp.fxaaConsoleRcpFrameOpt2
|
||||
//semantic fxaa_fp.nlTex0 : TEX0
|
||||
//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
|
||||
//var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
|
||||
//var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
|
||||
//var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
|
||||
//var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
|
||||
//var float4 oCol : $vout.COLOR : COL : 5 : 1
|
||||
//const c[2] = 0.001953125 0 0.125 2
|
||||
//const c[3] = -2 0.5 0 1
|
||||
//const c[4] = 8
|
||||
"dcl_2d s0\n"
|
||||
"def c2, 0.00195313, 0.00000000, 0.12500000, 2.00000000\n"
|
||||
"def c3, -2.00000000, 0.50000000, 0.00000000, 1.00000000\n"
|
||||
"def c4, 8.00000000, 0, 0, 0\n"
|
||||
"dcl t1\n"
|
||||
"dcl t0.xy\n"
|
||||
"mov r0.xy, t1.zyzw\n"
|
||||
"texld r0, r0, s0\n"
|
||||
"mov r0.xy, t1.xwzw\n"
|
||||
"texld r5, t1, s0\n"
|
||||
"texld r4, r0, s0\n"
|
||||
"add r4.x, r0.w, c2\n"
|
||||
"mov r0.xy, t1.zwzw\n"
|
||||
"texld r3, r0, s0\n"
|
||||
"add r0.w, r4, -r4.x\n"
|
||||
"add r0.x, r5.w, r0.w\n"
|
||||
"add r0.z, -r3.w, r0.x\n"
|
||||
"add r0.x, -r5.w, r0.w\n"
|
||||
"add r0.x, r3.w, r0\n"
|
||||
"mov r0.y, c2\n"
|
||||
"dp3 r0.y, r0, r0\n"
|
||||
"rsq r0.y, r0.y\n"
|
||||
"mul r0.zw, r0.y, r0.xyxz\n"
|
||||
"mad r1.xy, -r0.zwzw, c0.zwzw, t0\n"
|
||||
"texld r1, r1, s0\n"
|
||||
"abs r0.y, r0.w\n"
|
||||
"abs r0.x, r0.z\n"
|
||||
"min r0.x, r0, r0.y\n"
|
||||
"rcp r0.x, r0.x\n"
|
||||
"mul r0.xy, r0.x, r0.zwzw\n"
|
||||
"mul r0.xy, r0, c2.z\n"
|
||||
"min r2.xy, r0, c2.w\n"
|
||||
"mad r0.xy, r0.zwzw, c0.zwzw, t0\n"
|
||||
"texld r0, r0, s0\n"
|
||||
"add r0, r1, r0\n"
|
||||
"max r1.xy, r2, c3.x\n"
|
||||
"mul r2, r0, c3.y\n"
|
||||
"mad r0.xy, r1, c1.zwzw, t0\n"
|
||||
"mad r1.xy, -r1, c1.zwzw, t0\n"
|
||||
"texld r0, r0, s0\n"
|
||||
"texld r1, r1, s0\n"
|
||||
"add r0, r1, r0\n"
|
||||
"mad r0, r0, c3.y, r2\n"
|
||||
"mul r1, r0, c3.y\n"
|
||||
"min r0.y, r4.x, r3.w\n"
|
||||
"min r0.x, r5.w, r4.w\n"
|
||||
"min r3.y, r0.x, r0\n"
|
||||
"add r0.x, -r3.y, r1.w\n"
|
||||
"max r0.z, r4.x, r3.w\n"
|
||||
"max r0.y, r5.w, r4.w\n"
|
||||
"max r3.x, r0.y, r0.z\n"
|
||||
"cmp r3.z, r0.x, c3, c3.w\n"
|
||||
"add r3.w, r3.x, -r1\n"
|
||||
"cmp r3.w, r3, c3.z, c3\n"
|
||||
"add_pp_sat r3.z, r3, r3.w\n"
|
||||
"texld r0, t0, s0\n"
|
||||
"min r3.w, r0, r3.y\n"
|
||||
"max r3.y, r3.x, r0.w\n"
|
||||
"cmp r1, -r3.z, r1, r2\n"
|
||||
"add r3.y, r3, -r3.w\n"
|
||||
"mad r2.x, r3.y, c4, -r3\n"
|
||||
"cmp r0, r2.x, r1, r0\n"
|
||||
"mov oC0, r0\n";
|
|
@ -137,9 +137,6 @@ std::string LoadingBitmapFilename;
|
|||
uint64 StartInitTime = 0;
|
||||
uint64 StartPlayTime = 0;
|
||||
|
||||
UMaterial EffectMaterial;
|
||||
NLMISC::CQuadUV EffectQuad;
|
||||
|
||||
|
||||
// texture for the logos
|
||||
std::vector<UTextureFile*> LogoBitmaps;
|
||||
|
@ -572,29 +569,6 @@ void initMainLoop()
|
|||
// use this scene for bloom effect
|
||||
CBloomEffect::getInstance().setScene(Scene);
|
||||
|
||||
if (EffectMaterial.empty())
|
||||
{
|
||||
EffectMaterial = Driver->createMaterial();
|
||||
CMaterial *mat = EffectMaterial.getObjectPtr();
|
||||
EffectMaterial.initUnlit();
|
||||
EffectMaterial.setColor(CRGBA::White);
|
||||
EffectMaterial.setBlend(false);
|
||||
EffectMaterial.setAlphaTest (false);
|
||||
mat->setBlendFunc(CMaterial::one, CMaterial::zero);
|
||||
mat->setZWrite(false);
|
||||
mat->setZFunc(CMaterial::always);
|
||||
mat->setDoubleSided(true);
|
||||
}
|
||||
|
||||
EffectQuad.V0 = CVector(0.f, 0.f, 0.5f);
|
||||
EffectQuad.V1 = CVector(1.f, 0.f, 0.5f);
|
||||
EffectQuad.V2 = CVector(1.f, 1.f, 0.5f);
|
||||
EffectQuad.V3 = CVector(0.f, 1.f, 0.5f);
|
||||
EffectQuad.Uv0 = CUV(0.f, 0.f);
|
||||
EffectQuad.Uv1 = CUV(1.f, 0.f);
|
||||
EffectQuad.Uv2 = CUV(1.f, 1.f);
|
||||
EffectQuad.Uv3 = CUV(0.f, 1.f);
|
||||
|
||||
CLandscapePolyDrawer::getInstance().initLandscapePolyDrawingCallback();
|
||||
|
||||
|
||||
|
|
|
@ -185,9 +185,6 @@ extern std::vector<UTextureFile*> LogoBitmaps;
|
|||
extern bool IsInRingSession;
|
||||
extern std::string UsedFSAddr;
|
||||
|
||||
extern UMaterial EffectMaterial;
|
||||
extern NLMISC::CQuadUV EffectQuad;
|
||||
|
||||
// temp
|
||||
extern NLMISC::CValueSmoother smoothFPS;
|
||||
extern NLMISC::CValueSmoother moreSmoothFPS;
|
||||
|
@ -574,10 +571,7 @@ void renderScene(bool forceFullDetail, bool bloom)
|
|||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||
|
||||
// init effect render target
|
||||
uint32 winw, winh;
|
||||
Driver->getWindowSize(winw, winh);
|
||||
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||
Driver->beginDefaultRenderTarget();
|
||||
}
|
||||
if (forceFullDetail)
|
||||
{
|
||||
|
@ -596,22 +590,7 @@ void renderScene(bool forceFullDetail, bool bloom)
|
|||
CBloomEffect::getInstance().applyBloom();
|
||||
|
||||
// draw final result to backbuffer
|
||||
CDriverUser *dru = static_cast<CDriverUser *>(Driver);
|
||||
|
||||
CTextureUser texNull;
|
||||
dru->setRenderTarget(texNull);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
|
||||
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
Driver->drawQuad(EffectQuad, EffectMaterial);
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, NULL);
|
||||
|
||||
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||
effectRenderTarget = NULL;
|
||||
Driver->endDefaultRenderTarget(Scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1650,15 +1629,15 @@ bool mainLoop()
|
|||
uint i = 0;
|
||||
bool effectRender = false;
|
||||
CTextureUser *effectRenderTarget = NULL;
|
||||
bool haveEffects = Render && ClientCfg.Bloom;
|
||||
bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled
|
||||
&& ClientCfg.Bloom;
|
||||
bool defaultRenderTarget = false;
|
||||
if (haveEffects)
|
||||
{
|
||||
if (!StereoDisplay)
|
||||
{
|
||||
uint32 winw, winh;
|
||||
Driver->getWindowSize(winw, winh);
|
||||
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||
Driver->beginDefaultRenderTarget();
|
||||
defaultRenderTarget = true;
|
||||
}
|
||||
if (ClientCfg.Bloom)
|
||||
{
|
||||
|
@ -2199,25 +2178,10 @@ bool mainLoop()
|
|||
}
|
||||
} /* stereo pass */
|
||||
|
||||
if (effectRenderTarget)
|
||||
if (defaultRenderTarget)
|
||||
{
|
||||
// draw final result to backbuffer
|
||||
CDriverUser *dru = static_cast<CDriverUser *>(Driver);
|
||||
|
||||
CTextureUser texNull;
|
||||
dru->setRenderTarget(texNull);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
|
||||
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
Driver->drawQuad(EffectQuad, EffectMaterial);
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, NULL);
|
||||
|
||||
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||
effectRenderTarget = NULL;
|
||||
Driver->endDefaultRenderTarget(Scene);
|
||||
}
|
||||
|
||||
// Draw to screen.
|
||||
|
|
|
@ -120,8 +120,6 @@ extern bool userChar;
|
|||
extern bool serverReceivedReady;
|
||||
extern bool CharNameValidArrived;
|
||||
|
||||
extern UMaterial EffectMaterial;
|
||||
|
||||
extern void releaseContextualCursor();
|
||||
extern void selectTipsOfTheDay (uint tips);
|
||||
|
||||
|
@ -586,9 +584,6 @@ void release()
|
|||
// Delete the driver.
|
||||
if(Driver)
|
||||
{
|
||||
if (!EffectMaterial.empty())
|
||||
Driver->deleteMaterial(EffectMaterial);
|
||||
|
||||
// Release the prim
|
||||
PrimFiles.release (*Driver);
|
||||
|
||||
|
|
|
@ -296,7 +296,7 @@ void initCommands()
|
|||
CommandsMaterial.setBlend(true);
|
||||
|
||||
#if SBCLIENT_DEV_PIXEL_PROGRAM
|
||||
CommandsMaterial.getObjectPtr()->setShader(NL3D::CMaterial::PostProcessing);
|
||||
CommandsMaterial.getObjectPtr()->setShader(NL3D::CMaterial::Program);
|
||||
a_NelLogo = Driver->createTextureFile("nel128.tga");
|
||||
CommandsMaterial.setTexture(dynamic_cast<NL3D::UTexture *>(a_NelLogo));
|
||||
static const char *program_arbfp1 =
|
||||
|
@ -340,7 +340,24 @@ void initCommands()
|
|||
"mov oC0.xzw, c0.xyyx\n"
|
||||
"texld oC0.y, v0, s0\n";
|
||||
NL3D::IDriver *d = dynamic_cast<NL3D::CDriverUser *>(Driver)->getDriver();
|
||||
if (d->supportPixelProgram(CPixelProgram::fp40))
|
||||
a_DevPixelProgram = new CPixelProgram();
|
||||
// arbfp1
|
||||
{
|
||||
IProgram::CSource *source = new IProgram::CSource();
|
||||
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
|
||||
source->Profile = IProgram::arbfp1;
|
||||
source->setSourcePtr(program_arbfp1);
|
||||
a_DevPixelProgram->addSource(source);
|
||||
}
|
||||
// ps_2_0
|
||||
{
|
||||
IProgram::CSource *source = new IProgram::CSource();
|
||||
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
|
||||
source->Profile = IProgram::ps_2_0;
|
||||
source->setSourcePtr(program_ps_2_0);
|
||||
a_DevPixelProgram->addSource(source);
|
||||
}
|
||||
/*if (d->supportPixelProgram(CPixelProgram::fp40))
|
||||
{
|
||||
nldebug("fp40");
|
||||
a_DevPixelProgram = new CPixelProgram(program_fp40);
|
||||
|
@ -349,14 +366,14 @@ void initCommands()
|
|||
{
|
||||
nldebug("arbfp1");
|
||||
a_DevPixelProgram = new CPixelProgram(program_arbfp1);
|
||||
}
|
||||
}*/
|
||||
/*else if (d->supportPixelProgram(CPixelProgram::ps_3_0))
|
||||
{
|
||||
nldebug("ps_3_0");
|
||||
a_DevPixelProgram = new CPixelProgram(program_ps_3_0);
|
||||
// Textures do not seem to work with ps_3_0...
|
||||
}*/
|
||||
else if (d->supportPixelProgram(CPixelProgram::ps_2_0))
|
||||
/*else if (d->supportPixelProgram(CPixelProgram::ps_2_0))
|
||||
{
|
||||
nldebug("ps_2_0");
|
||||
a_DevPixelProgram = new CPixelProgram(program_ps_2_0);
|
||||
|
@ -365,7 +382,7 @@ void initCommands()
|
|||
{
|
||||
nldebug("ps_1_1");
|
||||
a_DevPixelProgram = new CPixelProgram(program_ps_1_1);
|
||||
}
|
||||
}*/
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -48,6 +48,7 @@
|
|||
#include <nel/3d/u_material.h>
|
||||
#include <nel/3d/u_text_context.h>
|
||||
#include <nel/3d/bloom_effect.h>
|
||||
#include <nel/3d/fxaa.h>
|
||||
#if SBCLIENT_DEV_STEREO
|
||||
# include <nel/3d/stereo_render.h>
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
|
@ -153,6 +154,7 @@ static IStereoRender *_StereoRender = NULL;
|
|||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
|
||||
static bool s_EnableBloom = false;
|
||||
static CFXAA *s_FXAA = NULL;
|
||||
|
||||
//
|
||||
// Prototypes
|
||||
|
@ -185,6 +187,7 @@ void cbGraphicsDriver(CConfigFile::CVar &var);
|
|||
void cbSquareBloom(CConfigFile::CVar &var);
|
||||
void cbDensityBloom(CConfigFile::CVar &var);
|
||||
void cbEnableBloom(CConfigFile::CVar &var);
|
||||
void cbEnableFXAA(CConfigFile::CVar &var);
|
||||
|
||||
//
|
||||
// Functions
|
||||
|
@ -377,6 +380,7 @@ void initIngame()
|
|||
CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
|
||||
CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
|
||||
CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
|
||||
CConfiguration::setAndCallback("EnableFXAA", cbEnableFXAA);
|
||||
// Init the landscape using the previously created UScene
|
||||
displayLoadingState("Initialize Landscape");
|
||||
initLandscape();
|
||||
|
@ -740,7 +744,19 @@ void loopIngame()
|
|||
else
|
||||
{
|
||||
uint i = 0;
|
||||
uint bloomStage = 0;
|
||||
bool effectRender = false;
|
||||
CTextureUser *effectRenderTarget = NULL;
|
||||
bool haveEffects = Driver->getPolygonMode() == UDriver::Filled
|
||||
&& (s_EnableBloom || s_FXAA);
|
||||
bool defaultRenderTarget = false;
|
||||
if (haveEffects)
|
||||
{
|
||||
if (!StereoDisplay)
|
||||
{
|
||||
Driver->beginDefaultRenderTarget();
|
||||
defaultRenderTarget = true;
|
||||
}
|
||||
}
|
||||
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
||||
{
|
||||
++i;
|
||||
|
@ -762,13 +778,7 @@ void loopIngame()
|
|||
|
||||
if (!StereoDisplay || StereoDisplay->wantClear())
|
||||
{
|
||||
|
||||
/*if (s_EnableBloom)
|
||||
{
|
||||
nlassert(bloomStage == 0);
|
||||
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
||||
bloomStage = 1;
|
||||
}*/
|
||||
effectRender = haveEffects;
|
||||
|
||||
// 01. Render Driver (background color)
|
||||
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
||||
|
@ -788,14 +798,14 @@ void loopIngame()
|
|||
|
||||
if (!StereoDisplay || StereoDisplay->wantInterface3D())
|
||||
{
|
||||
/*if (s_EnableBloom && bloomStage == 1)
|
||||
if (effectRender)
|
||||
{
|
||||
// End the actual bloom effect visible in the scene.
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
CBloomEffect::instance().endBloom();
|
||||
if (s_EnableBloom) CBloomEffect::instance().applyBloom();
|
||||
if (s_FXAA) s_FXAA->applyEffect();
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
bloomStage = 2;
|
||||
}*/
|
||||
effectRender = false;
|
||||
}
|
||||
|
||||
// 06. Render Interface 3D (player names)
|
||||
// ...
|
||||
|
@ -803,15 +813,6 @@ void loopIngame()
|
|||
|
||||
if (!StereoDisplay || StereoDisplay->wantInterface2D())
|
||||
{
|
||||
/*if (s_EnableBloom && bloomStage == 2)
|
||||
{
|
||||
// End bloom effect system after drawing the 3d interface (z buffer related).
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
CBloomEffect::instance().endInterfacesDisplayBloom();
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
bloomStage = 0;
|
||||
}*/
|
||||
|
||||
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
||||
updateCompass(); // Update the compass
|
||||
updateRadar(); // Update the radar
|
||||
|
@ -833,6 +834,11 @@ void loopIngame()
|
|||
}
|
||||
|
||||
// 09. Render Buffer
|
||||
if (defaultRenderTarget)
|
||||
{
|
||||
// draw final result to backbuffer
|
||||
Driver->endDefaultRenderTarget(Scene);
|
||||
}
|
||||
Driver->swapBuffers();
|
||||
}
|
||||
|
||||
|
@ -965,6 +971,22 @@ void cbEnableBloom(CConfigFile::CVar &var)
|
|||
s_EnableBloom = var.asBool();
|
||||
}
|
||||
|
||||
void cbEnableFXAA(CConfigFile::CVar &var)
|
||||
{
|
||||
bool enable = var.asBool();
|
||||
if (enable != (s_FXAA != NULL))
|
||||
{
|
||||
if (enable)
|
||||
{
|
||||
s_FXAA = new CFXAA(Driver);
|
||||
}
|
||||
else
|
||||
{
|
||||
delete s_FXAA;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Loading state procedure
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue