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forked from 0ad/0ad
0ad/source/renderer/PostprocManager.h
vladislavbelov 8f7729bfdb Fixes values of clip planes in PostProcManager.
Reviewed By: wraitii
Commented By: elexis
Differential Revision: https://code.wildfiregames.com/D2196
This was SVN commit r22940.
2019-09-20 07:54:44 +00:00

124 lines
4.4 KiB
C++

/* Copyright (C) 2019 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_POSTPROCMANAGER
#define INCLUDED_POSTPROCMANAGER
#include "graphics/ShaderTechnique.h"
#include "ps/CStr.h"
#include <vector>
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<CStrW> GetPostEffects();
// Returns the name of the current effect.
const CStrW& GetPostEffect() const
{
return m_PostProcEffect;
}
// Sets the current effect.
void SetPostEffect(const CStrW& name);
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;
// 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