khanat-opennel-code/code/nel/src/3d/fxaa.cpp
2015-12-25 20:49:59 +01:00

291 lines
8.1 KiB
C++

/**
* \file fxaa.cpp
* \brief CFXAA
* \date 2014-08-03 21:41GMT
* \author Jan Boon (Kaetemi)
* CFXAA
*/
/*
* Copyright (C) 2014 by authors
*
* This file is part of NL3D.
* NL3D is free software: you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* NL3D is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General
* Public License for more details.
*
* You should have received a copy of the GNU Affero General Public
* License along with NL3D. If not, see
* <http://www.gnu.org/licenses/>.
*/
#include <nel/misc/types_nl.h>
#include <nel/3d/fxaa.h>
// STL includes
// NeL includes
// #include <nel/misc/debug.h>
// Project includes
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/material.h>
#include <nel/3d/texture_bloom.h>
#include <nel/3d/texture_user.h>
#include <nel/3d/driver_user.h>
#include <nel/3d/u_texture.h>
#include <nel/3d/render_target_manager.h>
using namespace std;
// using namespace NLMISC;
namespace NL3D {
namespace {
#include "fxaa_program.h"
} /* anonymous namespace */
CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_VP(NULL), m_PP(NULL), m_Width(~0), m_Height(~0)
{
nldebug("3D: Create FXAA");
CDriverUser *dru = static_cast<CDriverUser *>(driver);
NL3D::IDriver *drv = (dru)->getDriver();
if (drv->supportBloomEffect() && drv->supportNonPowerOfTwoTextures())
{
m_PP = new CPixelProgram();
// arbfp1
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::arbfp1;
source->setSourcePtr(a_arbfp1);
m_PP->addSource(source);
}
// ps_2_0
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::ps_2_0;
source->setSourcePtr(a_ps_2_0);
m_PP->addSource(source);
}
if (!drv->compilePixelProgram(m_PP))
{
nlwarning("3D: No supported pixel program for FXAA effect");
delete m_PP;
m_PP = NULL;
}
else
{
nldebug("3D: FXAA pixel program available");
}
}
if (!m_PP)
{
return;
}
// create vp
{
m_VP = new CVertexProgram();
// nelvp
{
IProgram::CSource *source = new IProgram::CSource();
source->Features.MaterialFlags = CProgramFeatures::TextureStages;
source->Profile = IProgram::nelvp;
source->setSourcePtr(a_nelvp);
m_VP->addSource(source);
}
if (!drv->compileVertexProgram(m_VP))
{
nlwarning("3D: No supported vertex program for FXAA effect");
delete m_VP;
m_VP = NULL;
delete m_PP;
m_PP = NULL;
}
else
{
nldebug("3D: FXAA vertex program available");
}
}
if (!m_VP)
{
return;
}
// create material and vb
{
m_Mat = m_Driver->createMaterial();
m_Mat.initUnlit();
m_Mat.setColor(CRGBA::White);
m_Mat.setBlend (false);
m_Mat.setAlphaTest (false);
NL3D::CMaterial *mat = m_Mat.getObjectPtr();
mat->setShader(NL3D::CMaterial::Normal);
mat->setBlendFunc(CMaterial::one, CMaterial::zero);
mat->setZWrite(false);
mat->setZFunc(CMaterial::always);
mat->setDoubleSided(true);
m_QuadUV.V0 = CVector(0.f, 0.f, 0.5f);
m_QuadUV.V1 = CVector(1.f, 0.f, 0.5f);
m_QuadUV.V2 = CVector(1.f, 1.f, 0.5f);
m_QuadUV.V3 = CVector(0.f, 1.f, 0.5f);
/*if (drv->textureCoordinateAlternativeMode())
{
m_QuadUV.Uv0 = CUV(0.f, 1.f);
m_QuadUV.Uv1 = CUV(1.f, 1.f);
m_QuadUV.Uv2 = CUV(1.f, 0.f);
m_QuadUV.Uv3 = CUV(0.f, 0.f);
}
else
{*/
m_QuadUV.Uv0 = CUV(0.f, 0.f);
m_QuadUV.Uv1 = CUV(1.f, 0.f);
m_QuadUV.Uv2 = CUV(1.f, 1.f);
m_QuadUV.Uv3 = CUV(0.f, 1.f);
/*}*/
/*CVertexBuffer &vb = m_VB;
vb.clearValueEx();
vb.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
vb.addValueEx(CVertexBuffer::TexCoord0, CVertexBuffer::Float2);
vb.addValueEx(CVertexBuffer::TexCoord1, CVertexBuffer::Float4);
vb.initEx();
vb.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
vb.setNumVertices(4);*/
}
}
CFXAA::~CFXAA()
{
nldebug("3D: Destroy FXAA");
if (!m_Mat.empty())
{
m_Driver->deleteMaterial(m_Mat);
}
delete m_VP;
m_VP = NULL;
delete m_PP;
m_PP = NULL;
m_Driver = NULL;
}
void CFXAA::applyEffect()
{
if (!m_PP)
return;
CDriverUser *dru = static_cast<CDriverUser *>(m_Driver);
IDriver *drv = dru->getDriver();
// backup
bool fogEnabled = m_Driver->fogEnabled();
m_Driver->enableFog(false);
NL3D::ITexture *renderTarget = drv->getRenderTarget();
nlassert(renderTarget);
nlassert(renderTarget->isBloomTexture());
uint width = renderTarget->getWidth();
uint height = renderTarget->getHeight();
bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
float fwidth = (float)width;
float fheight = (float)height;
float pwidth = 1.0f / fwidth;
float pheight = 1.0f / fheight;
float hpwidth = pwidth * 0.5f;
float hpheight = pheight * 0.5f;
float n = 0.5f;
//if (width != m_Width || height != m_Height)
/*{
// Build VB
m_Width = width;
m_Height = height;
CVertexBufferReadWrite vba;
m_VB.lock(vba);
vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
}*/
// create render target
CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
// swap render target
CTextureUser texNull;
dru->setRenderTarget(texNull);
drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
drv->setRenderTarget(renderTarget);
m_Driver->setMatrixMode2D11();
// debug
// m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));
// activate program
bool vpok = drv->activeVertexProgram(m_VP);
nlassert(vpok);
bool ppok = drv->activePixelProgram(m_PP);
nlassert(ppok);
/*drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2*/
drv->setUniform2f(IDriver::PixelProgram, 0, 1.0f / fwidth, 1.0f / fheight); // fxaaQualityRcpFrame
drv->setUniform1f(IDriver::PixelProgram, 1, 0.75f); // fxaaQualitySubpix
drv->setUniform1f(IDriver::PixelProgram, 2, 0.166f); // fxaaQualityEdgeThreshold
drv->setUniform1f(IDriver::PixelProgram, 3, 0.0833f); // fxaaQualityEdgeThresholdMin
drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
// drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);
// render effect
m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
/*drv->activeVertexBuffer(m_VB);
drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
m_Driver->drawQuad(m_QuadUV, m_Mat);
m_Mat.getObjectPtr()->setTexture(0, NULL);
// deactivate program
drv->activeVertexProgram(NULL);
drv->activePixelProgram(NULL);
// restore
m_Driver->enableFog(fogEnabled);
// recycle render target
m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
}
} /* namespace NL3D */
/* end of file */