291 lines
8.1 KiB
C++
291 lines
8.1 KiB
C++
/**
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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 "std3d.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_VP(NULL), 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("3D: 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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else
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{
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nldebug("3D: FXAA pixel program available");
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}
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}
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if (!m_PP)
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{
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return;
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}
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// create vp
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{
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m_VP = new CVertexProgram();
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// nelvp
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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::nelvp;
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source->setSourcePtr(a_nelvp);
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m_VP->addSource(source);
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}
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if (!drv->compileVertexProgram(m_VP))
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{
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nlwarning("3D: No supported vertex program for FXAA effect");
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delete m_VP;
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m_VP = NULL;
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delete m_PP;
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m_PP = NULL;
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}
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else
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{
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nldebug("3D: FXAA vertex program available");
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}
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}
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if (!m_VP)
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{
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return;
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}
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// create material and vb
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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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/*if (drv->textureCoordinateAlternativeMode())
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{
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m_QuadUV.Uv0 = CUV(0.f, 1.f);
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m_QuadUV.Uv1 = CUV(1.f, 1.f);
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m_QuadUV.Uv2 = CUV(1.f, 0.f);
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m_QuadUV.Uv3 = CUV(0.f, 0.f);
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}
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else
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{*/
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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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/*}*/
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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::RAMVolatile, false);
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vb.setNumVertices(4);*/
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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_VP;
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m_VP = NULL;
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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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// backup
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bool fogEnabled = m_Driver->fogEnabled();
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m_Driver->enableFog(false);
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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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float pwidth = 1.0f / fwidth;
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float pheight = 1.0f / fheight;
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float hpwidth = pwidth * 0.5f;
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float hpheight = pheight * 0.5f;
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float n = 0.5f;
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//if (width != m_Width || height != m_Height)
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/*{
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// Build VB
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m_Width = width;
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m_Height = height;
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CVertexBufferReadWrite vba;
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m_VB.lock(vba);
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vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
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vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
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vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
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vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
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}*/
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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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m_Driver->setMatrixMode2D11();
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// debug
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// m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));
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// activate program
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bool vpok = drv->activeVertexProgram(m_VP);
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nlassert(vpok);
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bool ppok = drv->activePixelProgram(m_PP);
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nlassert(ppok);
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/*drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
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drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2*/
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drv->setUniform2f(IDriver::PixelProgram, 0, 1.0f / fwidth, 1.0f / fheight); // fxaaQualityRcpFrame
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drv->setUniform1f(IDriver::PixelProgram, 1, 0.75f); // fxaaQualitySubpix
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drv->setUniform1f(IDriver::PixelProgram, 2, 0.166f); // fxaaQualityEdgeThreshold
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drv->setUniform1f(IDriver::PixelProgram, 3, 0.0833f); // fxaaQualityEdgeThresholdMin
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drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
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// drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);
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// render effect
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m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
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/*drv->activeVertexBuffer(m_VB);
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drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
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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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// deactivate program
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drv->activeVertexProgram(NULL);
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drv->activePixelProgram(NULL);
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// restore
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m_Driver->enableFog(fogEnabled);
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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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