// // 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 #include 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); };