62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredFXAAPass.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/UberShaderInstance.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::DeferredFXAAPass
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* \brief Graphics class that represents the pass for FXAA in deferred rendering
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*/
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/*!
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* \brief Constructs a DeferredFXAAPass object by default
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*/
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DeferredFXAAPass::DeferredFXAAPass()
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{
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m_fxaaShader = ShaderLibrary::Get("DeferredFXAA");
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.depthBuffer = false;
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}
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DeferredFXAAPass::~DeferredFXAAPass() = default;
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/*!
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* \brief Processes the work on the data while working with textures
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* \return true
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*
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* \param sceneData Data for the scene
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* \param firstWorkTexture Index of the first texture to work with
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* \param firstWorkTexture Index of the second texture to work with
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*/
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bool DeferredFXAAPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
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{
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NazaraUnused(sceneData);
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m_workRTT->SetColorTarget(firstWorkTexture);
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Renderer::SetTarget(m_workRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
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Renderer::SetRenderStates(m_states);
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Renderer::SetShader(m_fxaaShader);
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Renderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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Renderer::SetTextureSampler(0, m_pointSampler);
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Renderer::DrawFullscreenQuad();
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return true;
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}
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}
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