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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//
// Implementation of different antialiasing methods.
// - typical MSAA
// - CSAA
// - Hardware AA mixed with FBO for supersampling pass
// - simple downsampling
// - downsampling with 1 or 2 kernel filters
//
// AABox is the class that will handle everything related to supersampling through
// an offscreen surface defined thanks to FBO
// Basic use is :
//
// Initialize()
// ...
// Activate(int x=0, int y=0)
// Draw the scene (so, in the offscreen supersampled buffer)
// Deactivate()
// Draw() : downsample to backbuffer
// ...
// Destroy()
//
//--------------------------------------------------------------------------------------
#define FB_SS 0
#include <Cg/CgGL.h>
#include <string>
class AABox
{
public:
AABox(std::string path);
~AABox();
bool Initialize(int w, int h, float ssfact, int depthSamples, int coverageSamples);
void Destroy();
void Activate(int x=0, int y=0);
void Deactivate();
void Rebind();
void Draw(int technique);
int getBufW() const {return bufw;};
int getBufH() const {return bufh;};
GLuint getTextureID() {return textureID;};
CGparameter cgBlendFactor;
//protected:
bool bValid;
bool bCSAA;
int vpx, vpy, vpw, vph;
int posx, posy;
int bufw, bufh;
CGcontext cgContext;
CGeffect cgEffect;
CGtechnique cgTechnique[4];
CGpass cgPassDownSample;
CGpass cgPassDrawFinal;
GLuint textureID;
GLuint textureDepthID;
CGparameter cgSrcSampler;
CGparameter cgSSsampler;
CGparameter cgDepthSSsampler;
CGparameter cgTexelSize;
GLuint fb;
GLuint fbms;
GLuint depth_rb;
GLuint color_rb;
GLuint oldFbo;
std::string path;
bool initRT(int depthSamples, int coverageSamples);
};