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