175 lines
5.7 KiB
C++
175 lines
5.7 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#include "FXAAHelper.h"
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#include "foundation/PxMat44.h"
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const char *computeLumaVS = STRINGIFY(
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_Vertex * 2.0 - 1.0;
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}
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);
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const char *computeLumaFS = STRINGIFY(
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uniform sampler2D imgTex;
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void main (void)
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{
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vec4 col = texture2D(imgTex,gl_TexCoord[0].xy);
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gl_FragColor = vec4(col.xyz, sqrt(dot(col.rgb, vec3(0.299, 0.587, 0.114))));
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}
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);
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FXAAHelper::FXAAHelper( const char* resourcePath) {
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char fxaaVSF[5000];
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char fxaaFSF[5000];
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sprintf(fxaaVSF, "%s\\fxaa.vs", resourcePath);
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sprintf(fxaaFSF, "%s\\fxaa.fs", resourcePath);
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computeLuma.loadShaderCode(computeLumaVS,computeLumaFS);
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fxaa.loadShaders(fxaaVSF,fxaaFSF);
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glUseProgram(computeLuma);
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glUniform1i(glGetUniformLocation(computeLuma,"imgTex"),0);
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glUseProgram(0);
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glUseProgram(fxaa);
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glUniform1i(glGetUniformLocation(fxaa,"imgWithLumaTex"),0);
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glUseProgram(0);
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glGenTextures(1,&imgTex);
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glGenTextures(1,&imgWithLumaTex);
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glGenTextures(1,&depthTex);
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glGenFramebuffers(1,&FBO);
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}
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void FXAAHelper::Resize(int w,int h) {
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Width = w;
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Height = h;
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glViewport(0,0,Width,Height);
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glBindTexture(GL_TEXTURE_2D,imgTex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,Width,Height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
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glBindTexture(GL_TEXTURE_2D,imgWithLumaTex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,Width,Height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
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glBindTexture(GL_TEXTURE_2D,depthTex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,Width,Height,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
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glUseProgram(fxaa);
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glUniform2f(glGetUniformLocation(fxaa,"rcpFrame"), 1.0f / ((float)Width), 1.0f / ((float)Height));
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glUseProgram(0);
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}
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void FXAAHelper::Destroy() {
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computeLuma.deleteShaders();
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fxaa.deleteShaders();
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glDeleteTextures(1,&imgTex);
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glDeleteTextures(1,&imgWithLumaTex);
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glDeleteTextures(1,&depthTex);
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glDeleteFramebuffers(1,&FBO);
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}
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void FXAAHelper::StartFXAA() {
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glBindFramebuffer(GL_FRAMEBUFFER,FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,imgTex,0);
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,depthTex,0);
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glViewport(0,0,Width,Height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void FXAAHelper::EndFXAA(GLuint oldFBO) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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// if(Blur)
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// {
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glBindFramebuffer(GL_FRAMEBUFFER,FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,imgWithLumaTex,0);
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,0,0);
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glClearColor(0.0f,0.0f,0.0f,0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,imgTex);
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glUseProgram(computeLuma);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f,0.0f); glVertex2f(0.0f,0.0f);
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glTexCoord2f(1.0f,0.0f); glVertex2f(1.0f,0.0f);
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glTexCoord2f(1.0f,1.0f); glVertex2f(1.0f,1.0f);
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glTexCoord2f(0.0f,1.0f); glVertex2f(0.0f,1.0f);
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glEnd();
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glUseProgram(0);
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glBindFramebuffer(GL_FRAMEBUFFER,oldFBO);
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glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,imgWithLumaTex);
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glUseProgram(fxaa);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f,0.0f); glVertex2f(0.0f,0.0f);
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glTexCoord2f(1.0f,0.0f); glVertex2f(1.0f,0.0f);
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glTexCoord2f(1.0f,1.0f); glVertex2f(1.0f,1.0f);
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glTexCoord2f(0.0f,1.0f); glVertex2f(0.0f,1.0f);
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glEnd();
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glUseProgram(0);
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glBindTexture(GL_TEXTURE_2D,0);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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} |