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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code 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 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "render/passes/fxaa-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "gl/rasterizer.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/texture-2d.hpp"
- #include "render/vertex-attribute.hpp"
- #include "render/context.hpp"
- #include "debug/log.hpp"
- #include <glad/glad.h>
-
- namespace render {
-
- fxaa_pass::fxaa_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
- pass(rasterizer, framebuffer),
- source_texture(nullptr)
- {
- // Load FXAA shader template
- shader_template = resource_manager->load<render::shader_template>("fxaa.glsl");
-
- // Build FXAA shader program
- shader = shader_template->build();
- source_texture_input = shader->get_input("source_texture");
- texel_size_input = shader->get_input("texel_size");
-
- const float vertex_data[] =
- {
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- 1.0f, 1.0f,
- 1.0f, 1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f
- };
-
- std::size_t vertex_size = 2;
- std::size_t vertex_stride = sizeof(float) * vertex_size;
- std::size_t vertex_count = 6;
-
- quad_vbo = new gl::vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
- quad_vao = new gl::vertex_array();
-
- // Define position vertex attribute
- gl::vertex_attribute position_attribute;
- position_attribute.buffer = quad_vbo;
- position_attribute.offset = 0;
- position_attribute.stride = vertex_stride;
- position_attribute.type = gl::vertex_attribute_type::float_32;
- position_attribute.components = 2;
-
- // Bind vertex attributes to VAO
- quad_vao->bind(render::vertex_attribute::position, position_attribute);
- }
-
- fxaa_pass::~fxaa_pass()
- {
- delete quad_vao;
- delete quad_vbo;
-
- delete shader;
-
- /// @TODO
- // resource_manager->unload("fxaa.glsl");
- }
-
- void fxaa_pass::render(const render::context& ctx, render::queue& queue) const
- {
- if (!source_texture)
- return;
-
- // Set rasterizer state
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glDisable(GL_BLEND);
-
- // Render FXAA
- rasterizer->use_framebuffer(*framebuffer);
- rasterizer->set_viewport(0, 0, framebuffer->get_dimensions()[0], framebuffer->get_dimensions()[1]);
- rasterizer->use_program(*shader);
- source_texture_input->upload(source_texture);
-
- if (texel_size_input)
- {
- const float2 texel_size = 1.0f / float2{static_cast<float>(source_texture->get_width()), static_cast<float>(source_texture->get_height())};
- texel_size_input->upload(texel_size);
- }
-
- rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
- }
-
- void fxaa_pass::set_source_texture(const gl::texture_2d* texture)
- {
- source_texture = texture;
- }
-
- } // namespace render
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