/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_POSTPROCMANAGER #define INCLUDED_POSTPROCMANAGER #include "graphics/ShaderTechnique.h" #include "ps/CStr.h" #include class CPostprocManager { public: CPostprocManager(); ~CPostprocManager(); // Create all buffers/textures in GPU memory and set default effect. // @note Must be called before using in the renderer. May be called multiple times. void Initialize(); // Update the size of the screen void Resize(); // Returns a list of xml files found in shaders/effects/postproc. static std::vector GetPostEffects(); // Returns the name of the current effect. const CStrW& GetPostEffect() const { return m_PostProcEffect; } // Sets the current effect. void SetPostEffect(const CStrW& name); // Triggers update of shaders and FBO if needed. void UpdateAntiAliasingTechnique(); void UpdateSharpeningTechnique(); void UpdateSharpnessFactor(); void SetDepthBufferClipPlanes(float nearPlane, float farPlane); // Clears the two color buffers and depth buffer, and redirects all rendering // to our textures instead of directly to the system framebuffer. // @note CPostprocManager must be initialized first void CaptureRenderOutput(); // First renders blur textures, then calls ApplyEffect for each effect pass, // ping-ponging the buffers at each step. // @note CPostprocManager must be initialized first void ApplyPostproc(); // Blits the final postprocessed texture to the system framebuffer. The system framebuffer // is selected as the output buffer. Should be called before silhouette rendering. // @note CPostprocManager must be initialized first void ReleaseRenderOutput(); private: // Two framebuffers, that we flip between at each shader pass. GLuint m_PingFbo, m_PongFbo; // Unique color textures for the framebuffers. GLuint m_ColorTex1, m_ColorTex2; // The framebuffers share a depth/stencil texture. GLuint m_DepthTex; float m_NearPlane, m_FarPlane; // A framebuffer and textures x2 for each blur level we render. GLuint m_BloomFbo, m_BlurTex2a, m_BlurTex2b, m_BlurTex4a, m_BlurTex4b, m_BlurTex8a, m_BlurTex8b; // Indicates which of the ping-pong buffers is used for reading and which for drawing. bool m_WhichBuffer; // The name and shader technique we are using. "default" name means no technique is used // (i.e. while we do allocate the buffers, no effects are rendered). CStrW m_PostProcEffect; CShaderTechniquePtr m_PostProcTech; CStr m_SharpName; CShaderTechniquePtr m_SharpTech; float m_Sharpness; CStr m_AAName; CShaderTechniquePtr m_AATech; // The current screen dimensions in pixels. int m_Width, m_Height; // Is the postproc manager initialized? Buffers created? Default effect loaded? bool m_IsInitialized; // Creates blur textures at various scales, for bloom, DOF, etc. void ApplyBlur(); // High quality GPU image scaling to half size. outTex must have exactly half the size // of inTex. inWidth and inHeight are the dimensions of inTex in texels. void ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight); // GPU-based Gaussian blur in two passes. inOutTex contains the input image and will be filled // with the blurred image. tempTex must have the same size as inOutTex. // inWidth and inHeight are the dimensions of the images in texels. void ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight); // Applies a pass of a given effect to the entire current framebuffer. The shader is // provided with a number of general-purpose variables, including the rendered screen so far, // the depth buffer, a number of blur textures, the screen size, the zNear/zFar planes and // some other parameters used by the optional bloom/HDR pass. void ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass); // Delete all allocated buffers/textures from GPU memory. void Cleanup(); // Delete existing buffers/textures and create them again, using a new screen size if needed. // (the textures are also attached to the framebuffers) void RecreateBuffers(); }; #endif // INCLUDED_POSTPROCMANAGER