// // GLFXAAFilter.cpp // OpenSpades // // Created by Tomoaki Kawada on 8/22/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #include "GLFXAAFilter.h" #include "IGLDevice.h" #include "../Core/Math.h" #include #include "GLQuadRenderer.h" #include "GLProgram.h" #include "GLProgramAttribute.h" #include "GLProgramUniform.h" #include "GLRenderer.h" #include "../Core/Debug.h" namespace spades { namespace draw { GLFXAAFilter::GLFXAAFilter(GLRenderer *renderer): renderer(renderer){ } GLColorBuffer GLFXAAFilter::Filter(GLColorBuffer input) { SPADES_MARK_FUNCTION(); IGLDevice *dev = renderer->GetGLDevice(); GLQuadRenderer qr(dev); GLProgram *lens = renderer->RegisterProgram("Shaders/PostFilters/FXAA.program"); static GLProgramAttribute lensPosition("positionAttribute"); static GLProgramUniform lensTexture("texture"); static GLProgramUniform inverseVP("inverseVP"); dev->Enable(IGLDevice::Blend, false); lensPosition(lens); lensTexture(lens); inverseVP(lens); lens->Use(); inverseVP.SetValue(1.f / dev->ScreenWidth(), 1.f / dev->ScreenHeight()); lensTexture.SetValue(0); // composite to the final image GLColorBuffer output = input.GetManager()->CreateBufferHandle(); qr.SetCoordAttributeIndex(lensPosition()); dev->BindTexture(IGLDevice::Texture2D, input.GetTexture()); dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer()); dev->Viewport(0, 0, output.GetWidth(), output.GetHeight()); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); return output; } } }