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NVFBOBox.h
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NVFBOBox.h
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#pragma once
/*
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
//
// Implementation of different antialiasing methods.
// - typical MSAA
// - CSAA
// - Hardware AA mixed with FBO for supersampling pass
// - simple downsampling
// - downsampling with 1 or 2 kernel filters
//
// AABox is the class that will handle everything related to supersampling through
// an offscreen surface defined thanks to FBO
// Basic use is :
//
// Initialize()
// ...
// Activate(int x=0, int y=0)
// Draw the scene (so, in the offscreen supersampled buffer)
// Deactivate()
// Draw() : downsample to backbuffer
// ...
// Finish()
//
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "GLSLShader.h"
#ifndef GL_FRAMEBUFFER_EXT
# define GL_FRAMEBUFFER_EXT 0x8D40
typedef unsigned int GLenum;
#endif
class NVFBOBox
{
public:
enum DownSamplingTechnique
{
DS1 = 0,
DS2 = 1,
DS3 = 2,
NONE = 3
};
NVFBOBox();
~NVFBOBox();
virtual bool Initialize(int w, int h, float ssfact, int depthSamples, int coverageSamples=-1, int tilesW=1, int tilesH=1, bool bOneFBOPerTile=true);
virtual bool resize(int w, int h, float ssfact=-1, int depthSamples_=-1, int coverageSamples_=-1);
virtual void MakeResourcesResident();
virtual void Finish();
virtual int getTilesW();
virtual int getTilesH();
virtual int getWidth() { return width; }
virtual int getHeight() { return height; }
virtual int getBufferWidth() { return bufw; }
virtual int getBufferHeight() { return bufh; }
virtual float getSSFactor() { return scaleFactor; }
virtual void ActivateBuffer(int tilex, int tiley, GLenum target = GL_FRAMEBUFFER);
virtual void Activate(int tilex=0, int tiley=0, float m_frustum[][4]=NULL);
virtual bool ResolveAA(DownSamplingTechnique technique, int tilex, int tiley);
virtual void Deactivate();
virtual void Draw(DownSamplingTechnique technique, int tilex, int tiley, int windowW, int windowH, float *offset);
virtual bool PngWriteFile( const char *file);
virtual void PngWriteData(DownSamplingTechnique technique, int tilex, int tiley);
virtual unsigned int GetFBO(int i=0);
protected:
bool bValid;
bool bCSAA;
int vpx, vpy, vpw, vph;
int width, height;
int bufw, bufh;
int curtilex, curtiley;
float scaleFactor;
int depthSamples, coverageSamples;
int tilesw, tilesh;
bool bOneFBOPerTile;
GLSLShader downsampling[3];
// Let's assume we only want to keep separate data for colors. Depth can be shared
GLuint depth_texture;
GLuint depth_texture_ms;
struct TileData
{
GLuint fb;
GLuint fbms;
GLuint color_texture_ms;
GLuint color_texture;
};
std::vector<TileData> tileData;
GLint pngDataSz; // size of allocated memory
GLubyte *pngData; // temporary data for the full image (many tiles)
GLubyte *pngDataTile; // temporary data from a tile
bool initRT();
};