/* * 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 . */ #ifndef ANTKEEPER_RENDER_FXAA_PASS_HPP #define ANTKEEPER_RENDER_FXAA_PASS_HPP #include #include #include #include #include #include #include #include class resource_manager; namespace render { /** * FXAA render pass. * * @see Lottes, T. (2009). Fxaa. White paper, Nvidia, Febuary, 2. */ class fxaa_pass: public pass { public: /** * Constructs an FXAA pass. * * @param rasterizer Rasterizer. * @param framebuffer Target framebuffer. * @param resource_manager Resource manager. */ fxaa_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager); /** * Renders FXAA. * * @param ctx Render context. * @param queue Render queue. */ void render(render::context& ctx) override; /** * Sets the FXAA source texture. * * @param texture FXAA source texture. */ void set_source_texture(const gl::texture_2d* texture); private: void rebuild_command_buffer(); std::unique_ptr shader; const gl::texture_2d* source_texture{nullptr}; std::vector> command_buffer; }; } // namespace render #endif // ANTKEEPER_RENDER_FXAA_PASS_HPP