💿🐜 Antkeeper source code https://antkeeper.com
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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