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); }
void CResourceManager::loadChildren(const std::string &filename) { string ext = CFile::getExtension(filename); if(ext == "shape") { // need to get texture inside the shape NL3D::registerSerial3d(); CShapeStream ss; NLMISC::CIFile i(CPath::lookup(filename, false).c_str()); i.serial(ss); i.close(); CMesh *m = (CMesh*)ss.getShapePointer(); uint nbm = m->getNbMaterial(); for(uint i = 0; i < nbm; i++) { CMaterial &mat = m->getMaterial(i); for(uint j = 0; j < IDRV_MAT_MAXTEXTURES; j++) { ITexture *t = mat.getTexture(j); if(t) { CTextureFile *tf = dynamic_cast<CTextureFile *>(t); if(tf) { get(tf->getFileName()); } else { CTextureMultiFile *tmf = dynamic_cast<CTextureMultiFile *>(t); if(tmf) { for(uint t = 0; t < tmf->getNumFileName(); t++) get(tmf->getFileName(t)); } } } } } } else if(ext == "ps") { // need to get texture inside the shape NL3D::registerSerial3d(); string fn = CFile::getFilename(filename); CShapeBank *bank = new CShapeBank; string shapeCache("mtptShapeCache"); bank->addShapeCache(shapeCache); bank->setShapeCacheSize(shapeCache,1024*1024); std::vector<std::string> filelist; filelist.push_back(filename); CDriverUser *drv = (CDriverUser *)(&C3DTask::getInstance().driver()); bank->preLoadShapes(shapeCache,filelist,string("*.ps"),NULL,true,drv->getDriver()); bool b = bank->isShapeWaiting(); IShape *is = bank->getShape(fn); //bank->load(filename) CParticleSystemShape *ps = (CParticleSystemShape *)is; uint numTexture = ps->getNumCachedTextures(); nlinfo("loadchildren(%s) : num texture = %d",filename.c_str(),numTexture); for(uint i=0;i<numTexture;i++) { ITexture *tex = ps->getCachedTexture(i); CTextureFile *utex = (CTextureFile *)tex; nlinfo("loadchildren(%s) : texture = %s",filename.c_str(),utex->getFileName().c_str()); get(utex->getFileName()); } bank->reset(); delete bank; } }