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#include "Headers/FXAAPreRenderOperator.h"

#include "Hardware/Video/Headers/GFXDevice.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
#include "Rendering/PostFX/Headers/PreRenderStageBuilder.h"

FXAAPreRenderOperator::FXAAPreRenderOperator(Quad3D* target,
											 FrameBufferObject* result,
											 const vec2<U16>& resolution,
											 SamplerDescriptor* const sampler) : PreRenderOperator(FXAA_STAGE,target,resolution,sampler),
																	             _outputFBO(result)
{
	_samplerCopy = GFX_DEVICE.newFBO(FBO_2D_COLOR);
	TextureDescriptor fxaaDescriptor(TEXTURE_2D, RGBA,RGBA8,FLOAT_32);
	fxaaDescriptor.setSampler(*_internalSampler);

	_samplerCopy->AddAttachment(fxaaDescriptor,TextureDescriptor::Color0);
	_samplerCopy->toggleDepthBuffer(false);
	_samplerCopy->Create(resolution.width,resolution.height);
	_fxaa = CreateResource<ShaderProgram>(ResourceDescriptor("FXAA"));
}

FXAAPreRenderOperator::~FXAAPreRenderOperator(){
	RemoveResource(_fxaa);
	SAFE_DELETE(_samplerCopy);
}

void FXAAPreRenderOperator::reshape(I32 width, I32 height){
	_samplerCopy->Create(width,height);
}
///This is tricky as we use our screen as both input and output
void FXAAPreRenderOperator::operation(){
	if(!_enabled) return;
	if(!_renderQuad) return;

	GFXDevice& gfx = GFX_DEVICE;

	//Copy current screen
	_samplerCopy->BlitFrom(_inputFBO[0]);
	///Apply FXAA to the output screen using the sampler copy as the texture input
	_outputFBO->Begin();
		_samplerCopy->Bind(0);
		_fxaa->bind();
		_fxaa->UniformTexture("texScreen", 0);
		_fxaa->Uniform("size", vec2<F32>((F32)_outputFBO->getWidth(), (F32)_outputFBO->getHeight()));
			gfx.toggle2D(true);
            _renderQuad->setCustomShader(_fxaa);//<Render quad is shared, so update internal shader
			gfx.renderInstance(_renderQuad->renderInstance());
			gfx.toggle2D(false);
		_samplerCopy->Unbind(0);
	_outputFBO->End();
}

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators/FXAAPreRenderOperator.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

146 k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]