forked from 0ad/0ad
489 lines
16 KiB
C++
489 lines
16 KiB
C++
/* Copyright (C) 2012 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/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "lib/ogl.h"
|
|
#include "maths/MathUtil.h"
|
|
|
|
#include "gui/GUIutil.h"
|
|
#include "lib/bits.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/Filesystem.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/World.h"
|
|
|
|
#include "graphics/GameView.h"
|
|
#include "graphics/LightEnv.h"
|
|
#include "graphics/ShaderManager.h"
|
|
|
|
#include "renderer/PostprocManager.h"
|
|
#include "renderer/Renderer.h"
|
|
|
|
|
|
CPostprocManager::CPostprocManager()
|
|
: m_IsInitialised(false), m_PingFbo(0), m_PongFbo(0), m_PostProcEffect(L"default"), m_ColourTex1(0), m_ColourTex2(0),
|
|
m_DepthTex(0), m_BloomFbo(0), m_BlurTex2a(0), m_BlurTex2b(0), m_BlurTex4a(0), m_BlurTex4b(0),
|
|
m_BlurTex8a(0), m_BlurTex8b(0), m_WhichBuffer(true)
|
|
{
|
|
}
|
|
|
|
CPostprocManager::~CPostprocManager()
|
|
{
|
|
Cleanup();
|
|
}
|
|
|
|
|
|
void CPostprocManager::Initialize()
|
|
{
|
|
RecreateBuffers();
|
|
m_IsInitialised = true;
|
|
SetPostEffect(L"default");
|
|
}
|
|
|
|
void CPostprocManager::Cleanup()
|
|
{
|
|
if (m_IsInitialised)
|
|
{
|
|
if (m_PingFbo) pglDeleteFramebuffersEXT(1, &m_PingFbo);
|
|
if (m_PongFbo) pglDeleteFramebuffersEXT(1, &m_PongFbo);
|
|
if (m_BloomFbo) pglDeleteFramebuffersEXT(1, &m_BloomFbo);
|
|
m_PingFbo = m_PongFbo = m_BloomFbo = 0;
|
|
|
|
if (m_ColourTex1) glDeleteTextures(1, &m_ColourTex1);
|
|
if (m_ColourTex2) glDeleteTextures(1, &m_ColourTex2);
|
|
if (m_DepthTex) glDeleteTextures(1, &m_DepthTex);
|
|
m_ColourTex1 = m_ColourTex2 = m_DepthTex = 0;
|
|
|
|
if (m_BlurTex2a) glDeleteTextures(1, &m_BlurTex2a);
|
|
if (m_BlurTex2b) glDeleteTextures(1, &m_BlurTex2b);
|
|
if (m_BlurTex4a) glDeleteTextures(1, &m_BlurTex4a);
|
|
if (m_BlurTex4b) glDeleteTextures(1, &m_BlurTex4b);
|
|
if (m_BlurTex8a) glDeleteTextures(1, &m_BlurTex8a);
|
|
if (m_BlurTex8b) glDeleteTextures(1, &m_BlurTex8b);
|
|
m_BlurTex2a = m_BlurTex2b = m_BlurTex4a = m_BlurTex4b = m_BlurTex8a = m_BlurTex8b = 0;
|
|
}
|
|
}
|
|
|
|
void CPostprocManager::RecreateBuffers()
|
|
{
|
|
Cleanup();
|
|
|
|
m_Width = g_Renderer.GetWidth();
|
|
m_Height = g_Renderer.GetHeight();
|
|
|
|
#define GEN_BUFFER_RGBA(name, w, h) \
|
|
glGenTextures(1, (GLuint*)&name); \
|
|
glBindTexture(GL_TEXTURE_2D, name); \
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, \
|
|
GL_UNSIGNED_BYTE, 0); \
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); \
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); \
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); \
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
// Two fullscreen ping-pong textures.
|
|
GEN_BUFFER_RGBA(m_ColourTex1, m_Width, m_Height);
|
|
GEN_BUFFER_RGBA(m_ColourTex2, m_Width, m_Height);
|
|
|
|
// Textures for several blur sizes. It would be possible to reuse
|
|
// m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given
|
|
// that these are fairly small it's probably not worth complicating the coordinates passed
|
|
// to the blur helper functions.
|
|
GEN_BUFFER_RGBA(m_BlurTex2a, m_Width / 2, m_Height / 2);
|
|
GEN_BUFFER_RGBA(m_BlurTex2b, m_Width / 2, m_Height / 2);
|
|
|
|
GEN_BUFFER_RGBA(m_BlurTex4a, m_Width / 4, m_Height / 4);
|
|
GEN_BUFFER_RGBA(m_BlurTex4b, m_Width / 4, m_Height / 4);
|
|
|
|
GEN_BUFFER_RGBA(m_BlurTex8a, m_Width / 8, m_Height / 8);
|
|
GEN_BUFFER_RGBA(m_BlurTex8b, m_Width / 8, m_Height / 8);
|
|
|
|
#undef GEN_BUFFER_RGBA
|
|
|
|
// Allocate the Depth/Stencil texture.
|
|
glGenTextures(1, (GLuint*)&m_DepthTex);
|
|
glBindTexture(GL_TEXTURE_2D, m_DepthTex);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_Width, m_Height,
|
|
0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
|
|
GL_NONE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
// Set up the framebuffers with some initial textures.
|
|
|
|
pglGenFramebuffersEXT(1, &m_PingFbo);
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex1, 0);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
|
|
|
|
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
LOGWARNING(L"Framebuffer object incomplete (A): 0x%04X", status);
|
|
}
|
|
|
|
pglGenFramebuffersEXT(1, &m_PongFbo);
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex2, 0);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0);
|
|
|
|
status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status);
|
|
}
|
|
|
|
pglGenFramebuffersEXT(1, &m_BloomFbo);
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
|
|
/*pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_BloomTex1, 0);
|
|
|
|
status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
LOGWARNING(L"Framebuffer object incomplete (B): 0x%04X", status);
|
|
}*/
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
|
|
|
|
void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
|
|
{
|
|
// Bind inTex to framebuffer for rendering.
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
|
|
|
|
// Get bloom shader with instructions to simply copy texels.
|
|
CShaderDefines defines;
|
|
defines.Add("BLOOM_NOP", "1");
|
|
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("bloom"),
|
|
g_Renderer.GetSystemShaderDefines(), defines);
|
|
|
|
tech->BeginPass();
|
|
CShaderProgramPtr shader = tech->GetShader();
|
|
|
|
GLuint renderedTex = inTex;
|
|
|
|
// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
|
|
// produces good scaling due to hardware filtering.
|
|
glBindTexture(GL_TEXTURE_2D, renderedTex);
|
|
pglGenerateMipmapEXT(GL_TEXTURE_2D);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
shader->BindTexture("renderedTex", renderedTex);
|
|
|
|
glPushAttrib(GL_VIEWPORT_BIT);
|
|
glViewport(0, 0, inWidth / 2, inHeight / 2);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4f(1.f, 1.f, 1.f, 1.f);
|
|
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
|
|
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
|
|
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
|
|
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
|
|
glEnd();
|
|
|
|
glPopAttrib();
|
|
tech->EndPass();
|
|
}
|
|
|
|
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
|
|
{
|
|
// Set tempTex as our rendering target.
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
|
|
|
|
// Get bloom shader, for a horizontal Gaussian blur pass.
|
|
CShaderDefines defines2;
|
|
defines2.Add("BLOOM_PASS_H", "1");
|
|
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("bloom"),
|
|
g_Renderer.GetSystemShaderDefines(), defines2);
|
|
|
|
tech->BeginPass();
|
|
CShaderProgramPtr shader = tech->GetShader();
|
|
shader->BindTexture("renderedTex", inOutTex);
|
|
shader->Uniform("texSize", inWidth, inHeight, 0.0f, 0.0f);
|
|
|
|
glPushAttrib(GL_VIEWPORT_BIT);
|
|
glViewport(0, 0, inWidth, inHeight);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4f(1.f, 1.f, 1.f, 1.f);
|
|
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
|
|
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
|
|
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
|
|
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
|
|
glEnd();
|
|
|
|
glPopAttrib();
|
|
tech->EndPass();
|
|
|
|
// Set result texture as our render target.
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
|
|
|
|
// Get bloom shader, for a vertical Gaussian blur pass.
|
|
CShaderDefines defines3;
|
|
defines3.Add("BLOOM_PASS_V", "1");
|
|
tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("bloom"),
|
|
g_Renderer.GetSystemShaderDefines(), defines3);
|
|
|
|
tech->BeginPass();
|
|
shader = tech->GetShader();
|
|
|
|
// Our input texture to the shader is the output of the horizontal pass.
|
|
shader->BindTexture("renderedTex", tempTex);
|
|
shader->Uniform("texSize", inWidth, inHeight, 0.0f, 0.0f);
|
|
|
|
glPushAttrib(GL_VIEWPORT_BIT);
|
|
glViewport(0, 0, inWidth, inHeight);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4f(1.f, 1.f, 1.f, 1.f);
|
|
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
|
|
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
|
|
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
|
|
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
|
|
glEnd();
|
|
|
|
glPopAttrib();
|
|
tech->EndPass();
|
|
}
|
|
|
|
void CPostprocManager::ApplyBlur()
|
|
{
|
|
glDisable(GL_BLEND);
|
|
|
|
GLint originalFBO;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &originalFBO);
|
|
|
|
int width = m_Width, height = m_Height;
|
|
|
|
#define SCALE_AND_BLUR(tex1, tex2, temptex) \
|
|
ApplyBlurDownscale2x(tex1, tex2, width, height); \
|
|
width /= 2; \
|
|
height /= 2; \
|
|
ApplyBlurGauss(tex2, temptex, width, height);
|
|
|
|
// We do the same thing for each scale, incrementally adding more and more blur.
|
|
SCALE_AND_BLUR(m_WhichBuffer ? m_ColourTex1 : m_ColourTex2, m_BlurTex2a, m_BlurTex2b);
|
|
SCALE_AND_BLUR(m_BlurTex2a, m_BlurTex4a, m_BlurTex4b);
|
|
SCALE_AND_BLUR(m_BlurTex4a, m_BlurTex8a, m_BlurTex8b);
|
|
|
|
#undef SCALE_AND_BLUR
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO);
|
|
}
|
|
|
|
|
|
void CPostprocManager::CaptureRenderOutput()
|
|
{
|
|
// clear both FBOs and leave m_PingFbo selected for rendering;
|
|
// m_WhichBuffer stays true at this point
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
|
pglDrawBuffers(1, buffers);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
pglDrawBuffers(1, buffers);
|
|
|
|
m_WhichBuffer = true;
|
|
}
|
|
|
|
|
|
void CPostprocManager::ReleaseRenderOutput()
|
|
{
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
// we blit to screen from the previous active buffer
|
|
if (m_WhichBuffer)
|
|
pglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_PingFbo);
|
|
else
|
|
pglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_PongFbo);
|
|
|
|
pglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
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_READ_FRAMEBUFFER_EXT, 0);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
|
|
|
|
void CPostprocManager::LoadEffect(CStrW &name)
|
|
{
|
|
if (!m_IsInitialised)
|
|
return;
|
|
|
|
if (name != L"default")
|
|
{
|
|
CStrW n = L"postproc/" + name;
|
|
m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(n.ToUTF8().c_str());
|
|
}
|
|
|
|
m_PostProcEffect = name;
|
|
}
|
|
|
|
|
|
void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
|
|
{
|
|
// select the other FBO for rendering
|
|
if (!m_WhichBuffer)
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
else
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
shaderTech1->BeginPass(pass);
|
|
CShaderProgramPtr shader = shaderTech1->GetShader(pass);
|
|
|
|
shader->Bind();
|
|
|
|
// 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("renderedTex", m_ColourTex1);
|
|
else
|
|
shader->BindTexture("renderedTex", m_ColourTex2);
|
|
|
|
shader->BindTexture("depthTex", m_DepthTex);
|
|
|
|
shader->BindTexture("blurTex2", m_BlurTex2a);
|
|
shader->BindTexture("blurTex4", m_BlurTex4a);
|
|
shader->BindTexture("blurTex8", m_BlurTex8a);
|
|
|
|
shader->Uniform("width", m_Width);
|
|
shader->Uniform("height", m_Height);
|
|
shader->Uniform("zNear", g_Game->GetView()->GetNear());
|
|
shader->Uniform("zFar", g_Game->GetView()->GetFar());
|
|
|
|
shader->Uniform("brightness", g_LightEnv.m_Brightness);
|
|
shader->Uniform("hdr", g_LightEnv.m_Contrast);
|
|
shader->Uniform("saturation", g_LightEnv.m_Saturation);
|
|
shader->Uniform("bloom", g_LightEnv.m_Bloom);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4f(1.f, 1.f, 1.f, 1.f);
|
|
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
|
|
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
|
|
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
|
|
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
|
|
glEnd();
|
|
|
|
shader->Unbind();
|
|
|
|
shaderTech1->EndPass(pass);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
m_WhichBuffer = !m_WhichBuffer;
|
|
}
|
|
|
|
void CPostprocManager::ApplyPostproc()
|
|
{
|
|
if (!m_IsInitialised)
|
|
return;
|
|
|
|
// Don't do anything if we are using the default effect.
|
|
if (m_PostProcEffect == L"default")
|
|
{
|
|
return;
|
|
}
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
|
|
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
|
|
pglDrawBuffers(1, buffers);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1, 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);
|
|
|
|
// 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();
|
|
|
|
for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass)
|
|
{
|
|
ApplyEffect(m_PostProcTech, 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() const
|
|
{
|
|
std::vector<CStrW> effects;
|
|
|
|
const VfsPath path(L"shaders/effects/postproc/");
|
|
|
|
VfsPaths pathnames;
|
|
if(vfs::GetPathnames(g_VFS, path, 0, pathnames) < 0)
|
|
{
|
|
LOGERROR(L"Error finding Post effects in '%ls'", path.string().c_str());
|
|
}
|
|
|
|
for(size_t i = 0; i < pathnames.size(); i++)
|
|
{
|
|
if (pathnames[i].Extension() != L".xml")
|
|
continue;
|
|
|
|
effects.push_back(pathnames[i].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(CStrW name)
|
|
{
|
|
LoadEffect(name);
|
|
}
|