Beispiel #1
0
//*******************************************************************************
void CWaterEnvMap::update(TGlobalAnimationTime time, IDriver &driver)
{
	if (_LastRenderTime == time) return;
	_LastRenderTime = time;
	// First five updates are used to render the cubemap faces (bottom face is not rendered)
	// Sixth update project the cubemap into a 2D texture
	uint numTexToRender;
	if (_UpdateTime > 0)
	{
		uint64 currRenderTick = (uint64) (time / (_UpdateTime / (NUM_FACES_TO_RENDER + 1)));
		numTexToRender = (uint) (currRenderTick - _LastRenderTick);
		_LastRenderTick = currRenderTick;
	}
	else
	{
		numTexToRender = NUM_FACES_TO_RENDER + 1;
	}
	if (!numTexToRender) return;
	if (_NumRenderedFaces == 0)
	{
		_StartRenderTime = time;
	}
	uint lastCubeFacesToRender = std::min((uint) NUM_FACES_TO_RENDER, _NumRenderedFaces + numTexToRender); // we don't render negative Z (only top hemisphere is used)
	for(uint k = _NumRenderedFaces; k < lastCubeFacesToRender; ++k)
	{
		driver.setRenderTarget(_EnvCubic, 0, 0, _EnvCubicSize, _EnvCubicSize, 0, (uint32) k);
		render((CTextureCube::TFace) k, _StartRenderTime);
	}
	_NumRenderedFaces = lastCubeFacesToRender;
	if (_NumRenderedFaces == NUM_FACES_TO_RENDER && (_NumRenderedFaces + numTexToRender) > NUM_FACES_TO_RENDER)
	{
		// render to 2D map
		driver.setRenderTarget(_Env2D, 0, 0, _Env2DSize, _Env2DSize);
		doInit();
		//
		driver.activeVertexProgram(NULL);
		driver.activeVertexBuffer(_FlattenVB);
		driver.activeIndexBuffer(_FlattenIB);
		driver.setFrustum(-1.f, 1.f, -1.f, 1.f, 0.f, 1.f, false);
		driver.setupViewMatrix(CMatrix::Identity);
		CMatrix mat;
		//mat.scale(0.8f);
		driver.setupModelMatrix(mat);
		_MaterialPassThru.setTexture(0, _EnvCubic);
		_MaterialPassThru.texConstantColor(0, CRGBA(255, 255, 255, _Alpha));
		driver.renderTriangles(_MaterialPassThru, 0, FVB_NUM_TRIS);
		_NumRenderedFaces = 0; // start to render again
	}
	driver.setRenderTarget(NULL);
}
Beispiel #2
0
void CFXAA::applyEffect()
{
	if (!m_PP)
		return;

	CDriverUser *dru = static_cast<CDriverUser *>(m_Driver);
	IDriver *drv = dru->getDriver();

	// backup
	bool fogEnabled = m_Driver->fogEnabled();
	m_Driver->enableFog(false);

	NL3D::ITexture *renderTarget = drv->getRenderTarget();
	nlassert(renderTarget);
	nlassert(renderTarget->isBloomTexture());

	uint width = renderTarget->getWidth();
	uint height = renderTarget->getHeight();
	bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
	nlassert(renderTarget->getUploadFormat() == ITexture::Auto);

	float fwidth = (float)width;
	float fheight = (float)height;
	float pwidth = 1.0f / fwidth;
	float pheight = 1.0f / fheight;
	float hpwidth = pwidth * 0.5f;
	float hpheight = pheight * 0.5f;
	float n = 0.5f;

	//if (width != m_Width || height != m_Height)
	/*{
		// Build VB
		m_Width = width;
		m_Height = height;
		CVertexBufferReadWrite vba;
		m_VB.lock(vba);
		vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
		vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
		vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
		vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
		vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
		vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
		vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
		vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
		vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
		vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
		vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
		vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
	}*/

	// create render target
	CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);

	// swap render target
	CTextureUser texNull;
	dru->setRenderTarget(texNull);
	drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
	drv->setRenderTarget(renderTarget);
	m_Driver->setMatrixMode2D11();

	// debug
	// m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));

	// activate program
	bool vpok = drv->activeVertexProgram(m_VP);
	nlassert(vpok);
	bool ppok = drv->activePixelProgram(m_PP);
	nlassert(ppok);
	/*drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
	drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2*/
	drv->setUniform2f(IDriver::PixelProgram, 0, 1.0f / fwidth, 1.0f / fheight); // fxaaQualityRcpFrame
	drv->setUniform1f(IDriver::PixelProgram, 1, 0.75f); // fxaaQualitySubpix
	drv->setUniform1f(IDriver::PixelProgram, 2, 0.166f); // fxaaQualityEdgeThreshold
	drv->setUniform1f(IDriver::PixelProgram, 3, 0.0833f); // fxaaQualityEdgeThresholdMin
	drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
	// drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);

	// render effect
	m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
	/*drv->activeVertexBuffer(m_VB);
	drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
	m_Driver->drawQuad(m_QuadUV, m_Mat);
	m_Mat.getObjectPtr()->setTexture(0, NULL);

	// deactivate program
	drv->activeVertexProgram(NULL);
	drv->activePixelProgram(NULL);

	// restore
	m_Driver->enableFog(fogEnabled);

	// recycle render target
	m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
}