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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(Framebuffer* result,
                                             const vec2<U16>& resolution,
                                             SamplerDescriptor* const sampler) : PreRenderOperator(FXAA_STAGE,resolution,sampler),
                                                                                 _outputFB(result),
                                                                                 _ready(false)
{
    _samplerCopy = GFX_DEVICE.newFB();
    TextureDescriptor fxaaDescriptor(TEXTURE_2D, RGBA8, UNSIGNED_BYTE);
    fxaaDescriptor.setSampler(*_internalSampler);

    _samplerCopy->AddAttachment(fxaaDescriptor,TextureDescriptor::Color0);
    _samplerCopy->toggleDepthBuffer(false);
    ResourceDescriptor fxaa("FXAA");
    fxaa.setThreadedLoading(false);
    _fxaa = CreateResource<ShaderProgram>(fxaa);
    _fxaa->UniformTexture("texScreen", 0);
    reshape(resolution.width, resolution.height);
}

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

void FXAAPreRenderOperator::reshape(I32 width, I32 height){
    _samplerCopy->Create(width,height);
    _fxaa->Uniform("dvd_fxaaSpanMax", 8.0f);
    _fxaa->Uniform("dvd_fxaaReduceMul", 1.0f / 8.0f);
    _fxaa->Uniform("dvd_fxaaReduceMin", 1.0f / 128.0f);
    _fxaa->Uniform("dvd_fxaaSubpixShift", 1.0f / 4.0f);
}

///This is tricky as we use our screen as both input and output
void FXAAPreRenderOperator::operation(){
    if (!_ready){
        if (!_enabled) return;
        _ready = true;
        return;
    }
    
    //Copy current screen
    _samplerCopy->BlitFrom(_inputFB[0]);
    //Apply FXAA to the output screen using the sampler copy as the texture input
    _outputFB->Begin(Framebuffer::defaultPolicy());
    _samplerCopy->Bind(0);
    _fxaa->bind();
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
    _outputFB->End();
}

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

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

277 Diff Diff IonutCava picture IonutCava Tue 17 Jun, 2014 19:27:29 +0000

[Ionut] [[BR]]
- Change PostFX shader to be subroutine-based (instead of using if-else statements) [[BR]]

269 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 12:56:45 +0000

[Ionut] [[BR]]
- All texture objects now properly allocate storage using glTextureStorage*D(w-w/o Multisampled) [[BR]]
- Removed useless “format” element from TextureDescriptor. Format is deduced from the internal format specified (RGBA8 uses RGBA. RG32F uses RG) [[BR]]
- Use GLM only with radians [[BR]]

267 Diff Diff k1ngp1n picture k1ngp1n Wed 28 May, 2014 11:08:12 +0000

[Ionut] [[BR]]
- Improved texture handling: [[BR]]
— No more texture unbind (except when clearing the frame state) [[BR]]
— Moved texture bind checking to the GL_API class [[BR]]
- Fixed a crash related to vegetation loading due to compiler optimizations [[BR]]
- removed all “releaseMaterial” functions as they are no longer needed [[BR]]

263 Diff Diff k1ngp1n picture k1ngp1n Fri 09 May, 2014 16:43:53 +0000

[Ionut] [[BR]]
- Fullscreen quads are now rendered via Geometry Shaders [[BR]]
- Implemented shader subroutines [[BR]]
- Improved CVSM’s quality [[BR]]
- Separated shadow only light properties from general light properties in separate UBOs to improve update performance [[BR]]
- Removed shader mask and instead try to load all available shaders from a given file [[BR]]
- Added a method (hackish) of changing projection properties at runtime (e.g. z planes) [[BR]]
- Fixed a comparison bug in RenderStateBlock class (forgot to clean it at last commit) [[BR]]
- Fixed clipping plane upload to shader programs [[BR]]

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

170 k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 17:24:57 +0000

-Moved hardware related code to a separate project [[BR]]
-More work on post-processing: [[BR]]
— HDR rendering is working, but final tonemapping needs more work [[BR]]
-Important changes in BloomPreRenderOperator.cpp, PostFX.cpp and glFrameBufferObject.cpp [[BR]]
-Trailing and leading whitespace cleanups [[BR]]