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PhysX4.1/kaplademo/source/demoFramework/FXAAHelper.cpp
2025-11-28 23:13:44 +05:30

175 lines
5.7 KiB
C++

//
// 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.
#include "FXAAHelper.h"
#include "foundation/PxMat44.h"
const char *computeLumaVS = STRINGIFY(
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex * 2.0 - 1.0;
}
);
const char *computeLumaFS = STRINGIFY(
uniform sampler2D imgTex;
void main (void)
{
vec4 col = texture2D(imgTex,gl_TexCoord[0].xy);
gl_FragColor = vec4(col.xyz, sqrt(dot(col.rgb, vec3(0.299, 0.587, 0.114))));
}
);
FXAAHelper::FXAAHelper( const char* resourcePath) {
char fxaaVSF[5000];
char fxaaFSF[5000];
sprintf(fxaaVSF, "%s\\fxaa.vs", resourcePath);
sprintf(fxaaFSF, "%s\\fxaa.fs", resourcePath);
computeLuma.loadShaderCode(computeLumaVS,computeLumaFS);
fxaa.loadShaders(fxaaVSF,fxaaFSF);
glUseProgram(computeLuma);
glUniform1i(glGetUniformLocation(computeLuma,"imgTex"),0);
glUseProgram(0);
glUseProgram(fxaa);
glUniform1i(glGetUniformLocation(fxaa,"imgWithLumaTex"),0);
glUseProgram(0);
glGenTextures(1,&imgTex);
glGenTextures(1,&imgWithLumaTex);
glGenTextures(1,&depthTex);
glGenFramebuffers(1,&FBO);
}
void FXAAHelper::Resize(int w,int h) {
Width = w;
Height = h;
glViewport(0,0,Width,Height);
glBindTexture(GL_TEXTURE_2D,imgTex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,Width,Height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
glBindTexture(GL_TEXTURE_2D,imgWithLumaTex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,Width,Height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
glBindTexture(GL_TEXTURE_2D,depthTex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,Width,Height,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
glUseProgram(fxaa);
glUniform2f(glGetUniformLocation(fxaa,"rcpFrame"), 1.0f / ((float)Width), 1.0f / ((float)Height));
glUseProgram(0);
}
void FXAAHelper::Destroy() {
computeLuma.deleteShaders();
fxaa.deleteShaders();
glDeleteTextures(1,&imgTex);
glDeleteTextures(1,&imgWithLumaTex);
glDeleteTextures(1,&depthTex);
glDeleteFramebuffers(1,&FBO);
}
void FXAAHelper::StartFXAA() {
glBindFramebuffer(GL_FRAMEBUFFER,FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,imgTex,0);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,depthTex,0);
glViewport(0,0,Width,Height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FXAAHelper::EndFXAA(GLuint oldFBO) {
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// if(Blur)
// {
glBindFramebuffer(GL_FRAMEBUFFER,FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,imgWithLumaTex,0);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,0,0);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,imgTex);
glUseProgram(computeLuma);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f); glVertex2f(0.0f,0.0f);
glTexCoord2f(1.0f,0.0f); glVertex2f(1.0f,0.0f);
glTexCoord2f(1.0f,1.0f); glVertex2f(1.0f,1.0f);
glTexCoord2f(0.0f,1.0f); glVertex2f(0.0f,1.0f);
glEnd();
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER,oldFBO);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,imgWithLumaTex);
glUseProgram(fxaa);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f); glVertex2f(0.0f,0.0f);
glTexCoord2f(1.0f,0.0f); glVertex2f(1.0f,0.0f);
glTexCoord2f(1.0f,1.0f); glVertex2f(1.0f,1.0f);
glTexCoord2f(0.0f,1.0f); glVertex2f(0.0f,1.0f);
glEnd();
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D,0);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}