wraitii
0c23e595fa
This makes incremental recompilation faster when changing static interned strings. Differential Revision: https://code.wildfiregames.com/D3975 This was SVN commit r25457.
846 lines
24 KiB
C++
846 lines
24 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "renderer/PostprocManager.h"
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#include "graphics/GameView.h"
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#include "graphics/LightEnv.h"
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#include "graphics/ShaderManager.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderingOptions.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#if !CONFIG2_GLES
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CPostprocManager::CPostprocManager()
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: m_IsInitialized(false), m_PingFbo(0), m_PongFbo(0), m_PostProcEffect(L"default"),
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m_ColorTex1(0), m_ColorTex2(0), m_DepthTex(0), m_BloomFbo(0), m_BlurTex2a(0),
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m_BlurTex2b(0), m_BlurTex4a(0), m_BlurTex4b(0), m_BlurTex8a(0), m_BlurTex8b(0),
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m_WhichBuffer(true), m_Sharpness(0.3f), m_UsingMultisampleBuffer(false),
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m_MultisampleFBO(0), m_MultisampleColorTex(0), m_MultisampleDepthTex(0),
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m_MultisampleCount(0)
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{
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}
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CPostprocManager::~CPostprocManager()
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{
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Cleanup();
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}
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void CPostprocManager::Cleanup()
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{
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if (!m_IsInitialized) // Only cleanup if previously used
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return;
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if (m_PingFbo) pglDeleteFramebuffersEXT(1, &m_PingFbo);
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if (m_PongFbo) pglDeleteFramebuffersEXT(1, &m_PongFbo);
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if (m_BloomFbo) pglDeleteFramebuffersEXT(1, &m_BloomFbo);
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m_PingFbo = m_PongFbo = m_BloomFbo = 0;
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if (m_ColorTex1) glDeleteTextures(1, &m_ColorTex1);
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if (m_ColorTex2) glDeleteTextures(1, &m_ColorTex2);
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if (m_DepthTex) glDeleteTextures(1, &m_DepthTex);
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m_ColorTex1 = m_ColorTex2 = m_DepthTex = 0;
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if (m_BlurTex2a) glDeleteTextures(1, &m_BlurTex2a);
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if (m_BlurTex2b) glDeleteTextures(1, &m_BlurTex2b);
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if (m_BlurTex4a) glDeleteTextures(1, &m_BlurTex4a);
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if (m_BlurTex4b) glDeleteTextures(1, &m_BlurTex4b);
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if (m_BlurTex8a) glDeleteTextures(1, &m_BlurTex8a);
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if (m_BlurTex8b) glDeleteTextures(1, &m_BlurTex8b);
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m_BlurTex2a = m_BlurTex2b = m_BlurTex4a = m_BlurTex4b = m_BlurTex8a = m_BlurTex8b = 0;
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}
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void CPostprocManager::Initialize()
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{
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if (m_IsInitialized)
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return;
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GLint maxSamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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const GLsizei possibleSampleCounts[] = {2, 4, 8, 16};
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std::copy_if(
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std::begin(possibleSampleCounts), std::end(possibleSampleCounts),
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std::back_inserter(m_AllowedSampleCounts),
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[maxSamples](const GLsizei sampleCount) { return sampleCount <= maxSamples; } );
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// The screen size starts out correct and then must be updated with Resize()
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m_Width = g_Renderer.GetWidth();
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m_Height = g_Renderer.GetHeight();
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RecreateBuffers();
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m_IsInitialized = true;
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// Once we have initialised the buffers, we can update the techniques.
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UpdateAntiAliasingTechnique();
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UpdateSharpeningTechnique();
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UpdateSharpnessFactor();
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// This might happen after the map is loaded and the effect chosen
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SetPostEffect(m_PostProcEffect);
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}
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void CPostprocManager::Resize()
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{
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m_Width = g_Renderer.GetWidth();
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m_Height = g_Renderer.GetHeight();
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// If the buffers were intialized, recreate them to the new size.
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if (m_IsInitialized)
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RecreateBuffers();
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}
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void CPostprocManager::RecreateBuffers()
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{
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Cleanup();
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#define GEN_BUFFER_RGBA(name, w, h) \
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glGenTextures(1, (GLuint*)&name); \
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glBindTexture(GL_TEXTURE_2D, name); \
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); \
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); \
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); \
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); \
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Two fullscreen ping-pong textures.
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GEN_BUFFER_RGBA(m_ColorTex1, m_Width, m_Height);
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GEN_BUFFER_RGBA(m_ColorTex2, m_Width, m_Height);
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// Textures for several blur sizes. It would be possible to reuse
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// m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given
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// that these are fairly small it's probably not worth complicating the coordinates passed
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// to the blur helper functions.
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GEN_BUFFER_RGBA(m_BlurTex2a, m_Width / 2, m_Height / 2);
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GEN_BUFFER_RGBA(m_BlurTex2b, m_Width / 2, m_Height / 2);
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GEN_BUFFER_RGBA(m_BlurTex4a, m_Width / 4, m_Height / 4);
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GEN_BUFFER_RGBA(m_BlurTex4b, m_Width / 4, m_Height / 4);
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GEN_BUFFER_RGBA(m_BlurTex8a, m_Width / 8, m_Height / 8);
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GEN_BUFFER_RGBA(m_BlurTex8b, m_Width / 8, m_Height / 8);
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#undef GEN_BUFFER_RGBA
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// Allocate the Depth/Stencil texture.
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glGenTextures(1, (GLuint*)&m_DepthTex);
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glBindTexture(GL_TEXTURE_2D, m_DepthTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height,
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0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Set up the framebuffers with some initial textures.
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pglGenFramebuffersEXT(1, &m_PingFbo);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, m_ColorTex1, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D, m_DepthTex, 0);
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GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING("Framebuffer object incomplete (A): 0x%04X", status);
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}
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pglGenFramebuffersEXT(1, &m_PongFbo);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, m_ColorTex2, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D, m_DepthTex, 0);
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status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING("Framebuffer object incomplete (B): 0x%04X", status);
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}
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pglGenFramebuffersEXT(1, &m_BloomFbo);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
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/*
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, m_BloomTex1, 0);
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status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING("Framebuffer object incomplete (B): 0x%04X", status);
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}
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*/
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if (m_UsingMultisampleBuffer)
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{
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DestroyMultisampleBuffer();
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CreateMultisampleBuffer();
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}
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
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{
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// Bind inTex to framebuffer for rendering.
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
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// Get bloom shader with instructions to simply copy texels.
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CShaderDefines defines;
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defines.Add(str_BLOOM_NOP, str_1);
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
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g_Renderer.GetSystemShaderDefines(), defines);
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tech->BeginPass();
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CShaderProgramPtr shader = tech->GetShader();
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GLuint renderedTex = inTex;
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// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
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// produces good scaling due to hardware filtering.
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glBindTexture(GL_TEXTURE_2D, renderedTex);
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pglGenerateMipmapEXT(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->BindTexture(str_renderedTex, renderedTex);
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const SViewPort oldVp = g_Renderer.GetViewport();
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const SViewPort vp = { 0, 0, inWidth / 2, inHeight / 2 };
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g_Renderer.SetViewport(vp);
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float quadVerts[] = {
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1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f
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};
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float quadTex[] = {
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
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shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
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shader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLES, 0, 6);
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g_Renderer.SetViewport(oldVp);
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tech->EndPass();
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}
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void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
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{
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// Set tempTex as our rendering target.
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
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// Get bloom shader, for a horizontal Gaussian blur pass.
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CShaderDefines defines2;
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defines2.Add(str_BLOOM_PASS_H, str_1);
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
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g_Renderer.GetSystemShaderDefines(), defines2);
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tech->BeginPass();
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CShaderProgramPtr shader = tech->GetShader();
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shader->BindTexture(str_renderedTex, inOutTex);
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shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
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const SViewPort oldVp = g_Renderer.GetViewport();
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const SViewPort vp = { 0, 0, inWidth, inHeight };
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g_Renderer.SetViewport(vp);
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float quadVerts[] = {
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1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f
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};
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float quadTex[] = {
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
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shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
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shader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLES, 0, 6);
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g_Renderer.SetViewport(oldVp);
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tech->EndPass();
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// Set result texture as our render target.
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
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// Get bloom shader, for a vertical Gaussian blur pass.
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CShaderDefines defines3;
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defines3.Add(str_BLOOM_PASS_V, str_1);
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tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
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g_Renderer.GetSystemShaderDefines(), defines3);
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tech->BeginPass();
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shader = tech->GetShader();
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// Our input texture to the shader is the output of the horizontal pass.
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shader->BindTexture(str_renderedTex, tempTex);
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shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
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g_Renderer.SetViewport(vp);
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
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shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
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shader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLES, 0, 6);
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g_Renderer.SetViewport(oldVp);
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tech->EndPass();
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}
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void CPostprocManager::ApplyBlur()
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{
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glDisable(GL_BLEND);
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int width = m_Width, height = m_Height;
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#define SCALE_AND_BLUR(tex1, tex2, temptex) \
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ApplyBlurDownscale2x(tex1, tex2, width, height); \
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width /= 2; \
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height /= 2; \
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ApplyBlurGauss(tex2, temptex, width, height);
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// We do the same thing for each scale, incrementally adding more and more blur.
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SCALE_AND_BLUR(m_WhichBuffer ? m_ColorTex1 : m_ColorTex2, m_BlurTex2a, m_BlurTex2b);
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SCALE_AND_BLUR(m_BlurTex2a, m_BlurTex4a, m_BlurTex4b);
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SCALE_AND_BLUR(m_BlurTex4a, m_BlurTex8a, m_BlurTex8b);
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#undef SCALE_AND_BLUR
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}
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void CPostprocManager::CaptureRenderOutput()
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{
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ENSURE(m_IsInitialized);
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// Leaves m_PingFbo selected for rendering; m_WhichBuffer stays true at this point.
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
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pglDrawBuffers(1, buffers);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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pglDrawBuffers(1, buffers);
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m_WhichBuffer = true;
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if (m_UsingMultisampleBuffer)
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{
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_MultisampleFBO);
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pglDrawBuffers(1, buffers);
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}
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}
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void CPostprocManager::ReleaseRenderOutput()
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{
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ENSURE(m_IsInitialized);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// we blit to screen from the previous active buffer
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if (m_WhichBuffer)
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pglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_PingFbo);
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else
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pglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_PongFbo);
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pglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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pglBlitFramebufferEXT(0, 0, m_Width, m_Height, 0, 0, m_Width, m_Height,
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GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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pglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
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{
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// select the other FBO for rendering
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if (!m_WhichBuffer)
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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else
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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shaderTech1->BeginPass(pass);
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CShaderProgramPtr shader = shaderTech1->GetShader(pass);
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shader->Bind();
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|
// Use the textures from the current FBO as input to the shader.
|
|
// We also bind a bunch of other textures and parameters, but since
|
|
// this only happens once per frame the overhead is negligible.
|
|
if (m_WhichBuffer)
|
|
shader->BindTexture(str_renderedTex, m_ColorTex1);
|
|
else
|
|
shader->BindTexture(str_renderedTex, m_ColorTex2);
|
|
|
|
shader->BindTexture(str_depthTex, m_DepthTex);
|
|
|
|
shader->BindTexture(str_blurTex2, m_BlurTex2a);
|
|
shader->BindTexture(str_blurTex4, m_BlurTex4a);
|
|
shader->BindTexture(str_blurTex8, m_BlurTex8a);
|
|
|
|
shader->Uniform(str_width, m_Width);
|
|
shader->Uniform(str_height, m_Height);
|
|
shader->Uniform(str_zNear, m_NearPlane);
|
|
shader->Uniform(str_zFar, m_FarPlane);
|
|
|
|
shader->Uniform(str_sharpness, m_Sharpness);
|
|
|
|
shader->Uniform(str_brightness, g_LightEnv.m_Brightness);
|
|
shader->Uniform(str_hdr, g_LightEnv.m_Contrast);
|
|
shader->Uniform(str_saturation, g_LightEnv.m_Saturation);
|
|
shader->Uniform(str_bloom, g_LightEnv.m_Bloom);
|
|
|
|
float quadVerts[] = {
|
|
1.0f, 1.0f,
|
|
-1.0f, 1.0f,
|
|
-1.0f, -1.0f,
|
|
|
|
-1.0f, -1.0f,
|
|
1.0f, -1.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
float quadTex[] = {
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
|
|
shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
|
|
shader->AssertPointersBound();
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
shader->Unbind();
|
|
|
|
shaderTech1->EndPass(pass);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
m_WhichBuffer = !m_WhichBuffer;
|
|
}
|
|
|
|
void CPostprocManager::ApplyPostproc()
|
|
{
|
|
ENSURE(m_IsInitialized);
|
|
|
|
// Don't do anything if we are using the default effect and no AA.
|
|
const bool hasEffects = m_PostProcEffect != L"default";
|
|
const bool hasAA = m_AATech && g_RenderingOptions.GetPreferGLSL();
|
|
const bool hasSharp = m_SharpTech && g_RenderingOptions.GetPreferGLSL();
|
|
if (!hasEffects && !hasAA && !hasSharp)
|
|
return;
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
|
|
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT };
|
|
pglDrawBuffers(1, buffers);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
|
|
pglDrawBuffers(1, buffers);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
|
|
if (hasEffects)
|
|
{
|
|
// First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied!
|
|
// (This may need to change depending on future usage, however that will have a fps hit)
|
|
ApplyBlur();
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass)
|
|
ApplyEffect(m_PostProcTech, pass);
|
|
}
|
|
|
|
if (hasAA)
|
|
{
|
|
for (int pass = 0; pass < m_AATech->GetNumPasses(); ++pass)
|
|
ApplyEffect(m_AATech, pass);
|
|
}
|
|
|
|
if (hasSharp)
|
|
{
|
|
for (int pass = 0; pass < m_SharpTech->GetNumPasses(); ++pass)
|
|
ApplyEffect(m_SharpTech, pass);
|
|
}
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
|
|
}
|
|
|
|
|
|
// Generate list of available effect-sets
|
|
std::vector<CStrW> CPostprocManager::GetPostEffects()
|
|
{
|
|
std::vector<CStrW> effects;
|
|
|
|
const VfsPath folder(L"shaders/effects/postproc/");
|
|
|
|
VfsPaths pathnames;
|
|
if (vfs::GetPathnames(g_VFS, folder, 0, pathnames) < 0)
|
|
LOGERROR("Error finding Post effects in '%s'", folder.string8());
|
|
|
|
for (const VfsPath& path : pathnames)
|
|
if (path.Extension() == L".xml")
|
|
effects.push_back(path.Basename().string());
|
|
|
|
// Add the default "null" effect to the list.
|
|
effects.push_back(L"default");
|
|
|
|
sort(effects.begin(), effects.end());
|
|
|
|
return effects;
|
|
}
|
|
|
|
void CPostprocManager::SetPostEffect(const CStrW& name)
|
|
{
|
|
if (m_IsInitialized)
|
|
{
|
|
if (name != L"default")
|
|
{
|
|
CStrW n = L"postproc/" + name;
|
|
m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(n.ToUTF8()));
|
|
}
|
|
}
|
|
|
|
m_PostProcEffect = name;
|
|
}
|
|
|
|
void CPostprocManager::UpdateAntiAliasingTechnique()
|
|
{
|
|
if (!g_RenderingOptions.GetPreferGLSL() || !m_IsInitialized)
|
|
return;
|
|
|
|
CStr newAAName;
|
|
CFG_GET_VAL("antialiasing", newAAName);
|
|
if (m_AAName == newAAName)
|
|
return;
|
|
m_AAName = newAAName;
|
|
m_AATech.reset();
|
|
|
|
if (m_UsingMultisampleBuffer)
|
|
{
|
|
m_UsingMultisampleBuffer = false;
|
|
DestroyMultisampleBuffer();
|
|
}
|
|
|
|
// We have to hardcode names in the engine, because anti-aliasing
|
|
// techinques strongly depend on the graphics pipeline.
|
|
// We might use enums in future though.
|
|
const CStr msaaPrefix = "msaa";
|
|
if (m_AAName == "fxaa")
|
|
{
|
|
m_AATech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("fxaa"));
|
|
}
|
|
else if (m_AAName.size() > msaaPrefix.size() && m_AAName.substr(0, msaaPrefix.size()) == msaaPrefix)
|
|
{
|
|
#if !CONFIG2_GLES
|
|
// We don't want to enable MSAA in Atlas, because it uses wxWidgets and its canvas.
|
|
if (g_AtlasGameLoop && g_AtlasGameLoop->running)
|
|
return;
|
|
const bool is_msaa_supported =
|
|
ogl_HaveVersion("3.3") &&
|
|
ogl_HaveExtension("GL_ARB_multisample") &&
|
|
ogl_HaveExtension("GL_ARB_texture_multisample") &&
|
|
!m_AllowedSampleCounts.empty() &&
|
|
g_RenderingOptions.GetPreferGLSL();
|
|
if (!is_msaa_supported)
|
|
{
|
|
LOGWARNING("MSAA is unsupported.");
|
|
return;
|
|
}
|
|
std::stringstream ss(m_AAName.substr(msaaPrefix.size()));
|
|
ss >> m_MultisampleCount;
|
|
if (std::find(std::begin(m_AllowedSampleCounts), std::end(m_AllowedSampleCounts), m_MultisampleCount) ==
|
|
std::end(m_AllowedSampleCounts))
|
|
{
|
|
m_MultisampleCount = 4;
|
|
LOGWARNING("Wrong MSAA sample count: %s.", m_AAName.EscapeToPrintableASCII().c_str());
|
|
}
|
|
m_UsingMultisampleBuffer = true;
|
|
CreateMultisampleBuffer();
|
|
#else
|
|
#warning TODO: implement and test MSAA for GLES
|
|
LOGWARNING("MSAA is unsupported.");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CPostprocManager::UpdateSharpeningTechnique()
|
|
{
|
|
if (!g_RenderingOptions.GetPreferGLSL() || !m_IsInitialized)
|
|
return;
|
|
|
|
CStr newSharpName;
|
|
CFG_GET_VAL("sharpening", newSharpName);
|
|
if (m_SharpName == newSharpName)
|
|
return;
|
|
m_SharpName = newSharpName;
|
|
m_SharpTech.reset();
|
|
|
|
if (m_SharpName == "cas")
|
|
{
|
|
m_SharpTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(m_SharpName));
|
|
}
|
|
}
|
|
|
|
void CPostprocManager::UpdateSharpnessFactor()
|
|
{
|
|
CFG_GET_VAL("sharpness", m_Sharpness);
|
|
}
|
|
|
|
void CPostprocManager::SetDepthBufferClipPlanes(float nearPlane, float farPlane)
|
|
{
|
|
m_NearPlane = nearPlane;
|
|
m_FarPlane = farPlane;
|
|
}
|
|
|
|
void CPostprocManager::CreateMultisampleBuffer()
|
|
{
|
|
glEnable(GL_MULTISAMPLE);
|
|
|
|
glGenTextures(1, &m_MultisampleColorTex);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleColorTex);
|
|
pglTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleCount, GL_RGBA, m_Width, m_Height, GL_TRUE);
|
|
|
|
// Allocate the Depth/Stencil texture.
|
|
glGenTextures(1, &m_MultisampleDepthTex);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleDepthTex);
|
|
pglTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleCount, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height, GL_TRUE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
|
|
|
ogl_WarnIfError();
|
|
|
|
// Set up the framebuffers with some initial textures.
|
|
pglGenFramebuffersEXT(1, &m_MultisampleFBO);
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_MultisampleFBO);
|
|
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleColorTex, 0);
|
|
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
|
|
GL_TEXTURE_2D_MULTISAMPLE, m_MultisampleDepthTex, 0);
|
|
|
|
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
LOGWARNING("Multisample framebuffer object incomplete (A): 0x%04X", status);
|
|
m_UsingMultisampleBuffer = false;
|
|
DestroyMultisampleBuffer();
|
|
}
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
void CPostprocManager::DestroyMultisampleBuffer()
|
|
{
|
|
if (m_UsingMultisampleBuffer)
|
|
return;
|
|
if (m_MultisampleFBO)
|
|
pglDeleteFramebuffersEXT(1, &m_MultisampleFBO);
|
|
if (m_MultisampleColorTex)
|
|
glDeleteTextures(1, &m_MultisampleColorTex);
|
|
if (m_MultisampleDepthTex)
|
|
glDeleteTextures(1, &m_MultisampleDepthTex);
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
|
|
bool CPostprocManager::IsMultisampleEnabled() const
|
|
{
|
|
return m_UsingMultisampleBuffer;
|
|
}
|
|
|
|
void CPostprocManager::ResolveMultisampleFramebuffer()
|
|
{
|
|
if (!m_UsingMultisampleBuffer)
|
|
return;
|
|
|
|
pglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglBlitFramebufferEXT(0, 0, m_Width, m_Height, 0, 0, m_Width, m_Height,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
}
|
|
|
|
#else
|
|
|
|
#warning TODO: implement PostprocManager for GLES
|
|
|
|
void ApplyBlurDownscale2x(GLuint UNUSED(inTex), GLuint UNUSED(outTex), int UNUSED(inWidth), int UNUSED(inHeight))
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::ApplyBlurGauss(GLuint UNUSED(inOutTex), GLuint UNUSED(tempTex), int UNUSED(inWidth), int UNUSED(inHeight))
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::ApplyEffect(CShaderTechniquePtr &UNUSED(shaderTech1), int UNUSED(pass))
|
|
{
|
|
}
|
|
|
|
CPostprocManager::CPostprocManager()
|
|
{
|
|
}
|
|
|
|
CPostprocManager::~CPostprocManager()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::Initialize()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::Resize()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::Cleanup()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::RecreateBuffers()
|
|
{
|
|
}
|
|
|
|
std::vector<CStrW> CPostprocManager::GetPostEffects()
|
|
{
|
|
return std::vector<CStrW>();
|
|
}
|
|
|
|
void CPostprocManager::SetPostEffect(const CStrW& UNUSED(name))
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::SetDepthBufferClipPlanes(float UNUSED(nearPlane), float UNUSED(farPlane))
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::UpdateAntiAliasingTechnique()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::UpdateSharpeningTechnique()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::UpdateSharpnessFactor()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::CaptureRenderOutput()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::ApplyPostproc()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::ReleaseRenderOutput()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::CreateMultisampleBuffer()
|
|
{
|
|
}
|
|
|
|
void CPostprocManager::DestroyMultisampleBuffer()
|
|
{
|
|
}
|
|
|
|
bool CPostprocManager::IsMultisampleEnabled() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void CPostprocManager::ResolveMultisampleFramebuffer()
|
|
{
|
|
}
|
|
|
|
#endif
|