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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
189 lines
6.6 KiB
C++
189 lines
6.6 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_POSTPROCMANAGER
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#define INCLUDED_POSTPROCMANAGER
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#include "graphics/ShaderTechniquePtr.h"
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#include "ps/CStr.h"
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#include "renderer/backend/IFramebuffer.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/ITexture.h"
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#include <array>
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#include <vector>
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class CPostprocManager
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{
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public:
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CPostprocManager(Renderer::Backend::IDevice* device);
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~CPostprocManager();
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// Returns true if the the manager can be used.
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bool IsEnabled() const;
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// Create all buffers/textures in GPU memory and set default effect.
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// @note Must be called before using in the renderer. May be called multiple times.
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void Initialize();
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// Update the size of the screen
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void Resize();
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// Returns a list of xml files found in shaders/effects/postproc.
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static std::vector<CStrW> GetPostEffects();
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// Returns the name of the current effect.
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const CStrW& GetPostEffect() const
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{
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return m_PostProcEffect;
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}
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// Sets the current effect.
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void SetPostEffect(const CStrW& name);
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// Triggers update of shaders and FBO if needed.
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void UpdateAntiAliasingTechnique();
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void UpdateSharpeningTechnique();
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void UpdateSharpnessFactor();
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void SetDepthBufferClipPlanes(float nearPlane, float farPlane);
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// @note CPostprocManager must be initialized first
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Renderer::Backend::IFramebuffer* PrepareAndGetOutputFramebuffer();
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// First renders blur textures, then calls ApplyEffect for each effect pass,
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// ping-ponging the buffers at each step.
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// @note CPostprocManager must be initialized first
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void ApplyPostproc(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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// Blits the final postprocessed texture to the system framebuffer. The system
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// framebuffer is selected as the output buffer. Should be called before
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// silhouette rendering.
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// @note CPostprocManager must be initialized first
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void BlitOutputFramebuffer(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IFramebuffer* destination);
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// Returns true if we render main scene in the MSAA framebuffer.
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bool IsMultisampleEnabled() const;
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// Resolves the MSAA framebuffer into the regular one.
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void ResolveMultisampleFramebuffer(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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private:
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void CreateMultisampleBuffer();
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void DestroyMultisampleBuffer();
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Renderer::Backend::IDevice* m_Device = nullptr;
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std::unique_ptr<Renderer::Backend::IFramebuffer> m_CaptureFramebuffer;
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// Two framebuffers, that we flip between at each shader pass.
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std::unique_ptr<Renderer::Backend::IFramebuffer>
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m_PingFramebuffer, m_PongFramebuffer;
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// Unique color textures for the framebuffers.
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std::unique_ptr<Renderer::Backend::ITexture> m_ColorTex1, m_ColorTex2;
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// The framebuffers share a depth/stencil texture.
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std::unique_ptr<Renderer::Backend::ITexture> m_DepthTex;
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float m_NearPlane, m_FarPlane;
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// A framebuffer and textures x2 for each blur level we render.
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struct BlurScale
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{
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struct Step
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{
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std::unique_ptr<Renderer::Backend::IFramebuffer> framebuffer;
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std::unique_ptr<Renderer::Backend::ITexture> texture;
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};
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std::array<Step, 2> steps;
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};
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std::array<BlurScale, 3> m_BlurScales;
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// Indicates which of the ping-pong buffers is used for reading and which for drawing.
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bool m_WhichBuffer;
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Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
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// The name and shader technique we are using. "default" name means no technique is used
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// (i.e. while we do allocate the buffers, no effects are rendered).
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CStrW m_PostProcEffect;
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CShaderTechniquePtr m_PostProcTech;
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CStr m_SharpName;
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CShaderTechniquePtr m_SharpTech;
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float m_Sharpness;
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CStr m_AAName;
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CShaderTechniquePtr m_AATech;
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bool m_UsingMultisampleBuffer;
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std::unique_ptr<Renderer::Backend::IFramebuffer> m_MultisampleFramebuffer;
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std::unique_ptr<Renderer::Backend::ITexture>
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m_MultisampleColorTex, m_MultisampleDepthTex;
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uint32_t m_MultisampleCount;
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std::vector<uint32_t> m_AllowedSampleCounts;
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// The current screen dimensions in pixels.
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int m_Width, m_Height;
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// Is the postproc manager initialized? Buffers created? Default effect loaded?
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bool m_IsInitialized;
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// Creates blur textures at various scales, for bloom, DOF, etc.
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void ApplyBlur(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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// High quality GPU image scaling to half size. outTex must have exactly half the size
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// of inTex. inWidth and inHeight are the dimensions of inTex in texels.
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void ApplyBlurDownscale2x(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IFramebuffer* framebuffer,
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Renderer::Backend::ITexture* inTex,
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int inWidth, int inHeight);
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// GPU-based Gaussian blur in two passes. inOutTex contains the input image and will be filled
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// with the blurred image. tempTex must have the same size as inOutTex.
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// inWidth and inHeight are the dimensions of the images in texels.
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void ApplyBlurGauss(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::ITexture* inTex,
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Renderer::Backend::ITexture* tempTex,
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Renderer::Backend::IFramebuffer* tempFramebuffer,
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Renderer::Backend::IFramebuffer* outFramebuffer,
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int inWidth, int inHeight);
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// Applies a pass of a given effect to the entire current framebuffer. The shader is
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// provided with a number of general-purpose variables, including the rendered screen so far,
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// the depth buffer, a number of blur textures, the screen size, the zNear/zFar planes and
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// some other parameters used by the optional bloom/HDR pass.
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void ApplyEffect(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CShaderTechniquePtr& shaderTech, int pass);
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// Delete all allocated buffers/textures from GPU memory.
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void Cleanup();
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// Delete existing buffers/textures and create them again, using a new screen size if needed.
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// (the textures are also attached to the framebuffers)
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void RecreateBuffers();
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};
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#endif // INCLUDED_POSTPROCMANAGER
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