mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-27 17:26:16 +00:00
Adjust render target handling for effects
This commit is contained in:
parent
ab606fa7dd
commit
d71f4c28c8
5 changed files with 103 additions and 78 deletions
|
@ -72,8 +72,8 @@ public:
|
|||
void setDensityBloom(uint8 densityBloom) { _DensityBloom = densityBloom; }
|
||||
uint8 getDensityBloom() const { return _DensityBloom; }
|
||||
|
||||
// Applies bloom to the current render target, if backbuffer is true the final image is rendered to the backbuffer instead of to a render target
|
||||
void applyBloom(bool backbuffer);
|
||||
// Applies bloom to the current render target
|
||||
void applyBloom();
|
||||
|
||||
// Called at the beginning of renderAll method in the main loop, if window has been resized,
|
||||
// reinitialize bloom textures according to new window size.
|
||||
|
@ -143,8 +143,6 @@ private:
|
|||
// materials
|
||||
// used to display first texture in doBlur passes.
|
||||
NL3D::UMaterial _BlurMat;
|
||||
// used to display final render target texture onto the backbuffer
|
||||
NL3D::UMaterial _DisplayInitMat;
|
||||
// used to blend initial scene render target texture and blur texture according to a
|
||||
// dest+src - dest*src blend operation.
|
||||
NL3D::UMaterial _DisplayBlurMat;
|
||||
|
@ -154,7 +152,6 @@ private:
|
|||
|
||||
// quads
|
||||
NLMISC::CQuadUV _BlurQuad;
|
||||
NLMISC::CQuadUV _DisplayQuad;
|
||||
|
||||
// textures and materials already initialized?
|
||||
bool _Init;
|
||||
|
|
|
@ -83,11 +83,6 @@ CBloomEffect::~CBloomEffect()
|
|||
{
|
||||
if (_Init)
|
||||
{
|
||||
if (!_DisplayInitMat.empty())
|
||||
{
|
||||
if (_Driver) _Driver->deleteMaterial(_DisplayInitMat);
|
||||
}
|
||||
|
||||
if (!_DisplayBlurMat.empty())
|
||||
{
|
||||
if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
|
||||
|
@ -160,18 +155,6 @@ void CBloomEffect::init()
|
|||
matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
|
||||
matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
|
||||
|
||||
// initialize display materials
|
||||
_DisplayInitMat = _Driver->createMaterial();
|
||||
CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
|
||||
_DisplayInitMat.initUnlit();
|
||||
_DisplayInitMat.setColor(CRGBA::White);
|
||||
_DisplayInitMat.setBlend(false);
|
||||
_DisplayInitMat.setAlphaTest (false);
|
||||
matObjectInit->setBlendFunc(CMaterial::one, CMaterial::zero);
|
||||
matObjectInit->setZWrite(false);
|
||||
matObjectInit->setZFunc(CMaterial::always);
|
||||
matObjectInit->setDoubleSided(true);
|
||||
|
||||
// initialize linear blur material
|
||||
_DisplayBlurMat = _Driver->createMaterial();
|
||||
CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
|
||||
|
@ -208,15 +191,6 @@ void CBloomEffect::init()
|
|||
matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
|
||||
|
||||
// initialize quads
|
||||
_DisplayQuad.V0 = CVector(0.f, 0.f, 0.5f);
|
||||
_DisplayQuad.V1 = CVector(1.f, 0.f, 0.5f);
|
||||
_DisplayQuad.V2 = CVector(1.f, 1.f, 0.5f);
|
||||
_DisplayQuad.V3 = CVector(0.f, 1.f, 0.5f);
|
||||
_DisplayQuad.Uv0 = CUV(0.f, 0.f);
|
||||
_DisplayQuad.Uv1 = CUV(1.f, 0.f);
|
||||
_DisplayQuad.Uv2 = CUV(1.f, 1.f);
|
||||
_DisplayQuad.Uv3 = CUV(0.f, 1.f);
|
||||
|
||||
_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
|
||||
_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
|
||||
_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
|
||||
|
@ -241,7 +215,7 @@ void CBloomEffect::init()
|
|||
|
||||
//-----------------------------------------------------------------------------------------------------------
|
||||
|
||||
void CBloomEffect::applyBloom(bool backbuffer)
|
||||
void CBloomEffect::applyBloom()
|
||||
{
|
||||
if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
|
||||
return;
|
||||
|
@ -301,22 +275,7 @@ void CBloomEffect::applyBloom(bool backbuffer)
|
|||
drv->setRenderTarget(renderTarget);
|
||||
applyBlur();
|
||||
|
||||
// draw final result to backbuffer if last effect
|
||||
if (backbuffer)
|
||||
{
|
||||
CTextureUser texNull;
|
||||
dru->setRenderTarget(texNull);
|
||||
|
||||
_DisplayInitMat.getObjectPtr()->setTexture(0, renderTarget);
|
||||
|
||||
UCamera pCam = _Scene->getCam();
|
||||
_Driver->setMatrixMode2D11();
|
||||
_Driver->drawQuad(_DisplayQuad, _DisplayInitMat);
|
||||
_Driver->setMatrixMode3D(pCam);
|
||||
}
|
||||
|
||||
// cleanup material texture references
|
||||
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
|
||||
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
|
||||
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
|
||||
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
#include "nel/3d/u_cloud_scape.h"
|
||||
#include "nel/3d/u_shape_bank.h"
|
||||
#include "nel/3d/u_water_env_map.h"
|
||||
#include "nel/3d/material.h"
|
||||
// Sound
|
||||
#include "nel/sound/u_audio_mixer.h"
|
||||
// Client
|
||||
|
@ -136,6 +137,9 @@ std::string LoadingBitmapFilename;
|
|||
uint64 StartInitTime = 0;
|
||||
uint64 StartPlayTime = 0;
|
||||
|
||||
UMaterial EffectMaterial;
|
||||
NLMISC::CQuadUV EffectQuad;
|
||||
|
||||
|
||||
// texture for the logos
|
||||
std::vector<UTextureFile*> LogoBitmaps;
|
||||
|
@ -568,6 +572,29 @@ void initMainLoop()
|
|||
// use this scene for bloom effect
|
||||
CBloomEffect::getInstance().setScene(Scene);
|
||||
|
||||
if (EffectMaterial.empty())
|
||||
{
|
||||
EffectMaterial = Driver->createMaterial();
|
||||
CMaterial *mat = EffectMaterial.getObjectPtr();
|
||||
EffectMaterial.initUnlit();
|
||||
EffectMaterial.setColor(CRGBA::White);
|
||||
EffectMaterial.setBlend(false);
|
||||
EffectMaterial.setAlphaTest (false);
|
||||
mat->setBlendFunc(CMaterial::one, CMaterial::zero);
|
||||
mat->setZWrite(false);
|
||||
mat->setZFunc(CMaterial::always);
|
||||
mat->setDoubleSided(true);
|
||||
}
|
||||
|
||||
EffectQuad.V0 = CVector(0.f, 0.f, 0.5f);
|
||||
EffectQuad.V1 = CVector(1.f, 0.f, 0.5f);
|
||||
EffectQuad.V2 = CVector(1.f, 1.f, 0.5f);
|
||||
EffectQuad.V3 = CVector(0.f, 1.f, 0.5f);
|
||||
EffectQuad.Uv0 = CUV(0.f, 0.f);
|
||||
EffectQuad.Uv1 = CUV(1.f, 0.f);
|
||||
EffectQuad.Uv2 = CUV(1.f, 1.f);
|
||||
EffectQuad.Uv3 = CUV(0.f, 1.f);
|
||||
|
||||
CLandscapePolyDrawer::getInstance().initLandscapePolyDrawingCallback();
|
||||
|
||||
|
||||
|
|
|
@ -185,6 +185,9 @@ extern std::vector<UTextureFile*> LogoBitmaps;
|
|||
extern bool IsInRingSession;
|
||||
extern std::string UsedFSAddr;
|
||||
|
||||
extern UMaterial EffectMaterial;
|
||||
extern NLMISC::CQuadUV EffectQuad;
|
||||
|
||||
// temp
|
||||
extern NLMISC::CValueSmoother smoothFPS;
|
||||
extern NLMISC::CValueSmoother moreSmoothFPS;
|
||||
|
@ -569,8 +572,8 @@ void renderScene(bool forceFullDetail, bool bloom)
|
|||
// set bloom parameters before applying bloom effect
|
||||
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||
// init bloom
|
||||
// CBloomEffect::getInstance().initBloom();
|
||||
|
||||
// init effect render target
|
||||
uint32 winw, winh;
|
||||
Driver->getWindowSize(winw, winh);
|
||||
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||
|
@ -590,9 +593,25 @@ void renderScene(bool forceFullDetail, bool bloom)
|
|||
if (bloom)
|
||||
{
|
||||
// apply bloom effect
|
||||
// CBloomEffect::getInstance().endBloom();
|
||||
// CBloomEffect::getInstance().endInterfacesDisplayBloom();
|
||||
CBloomEffect::getInstance().applyBloom(effectRenderTarget != NULL); // TODO
|
||||
CBloomEffect::getInstance().applyBloom();
|
||||
|
||||
// draw final result to backbuffer
|
||||
CDriverUser *dru = static_cast<CDriverUser *>(Driver);
|
||||
|
||||
CTextureUser texNull;
|
||||
dru->setRenderTarget(texNull);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
|
||||
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
Driver->drawQuad(EffectQuad, EffectMaterial);
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, NULL);
|
||||
|
||||
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||
effectRenderTarget = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1629,8 +1648,24 @@ bool mainLoop()
|
|||
}
|
||||
|
||||
uint i = 0;
|
||||
uint bloomStage = 0;
|
||||
bool effectRender = false;
|
||||
CTextureUser *effectRenderTarget = NULL;
|
||||
bool haveEffects = Render && ClientCfg.Bloom;
|
||||
if (haveEffects)
|
||||
{
|
||||
if (!StereoDisplay)
|
||||
{
|
||||
uint32 winw, winh;
|
||||
Driver->getWindowSize(winw, winh);
|
||||
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||
}
|
||||
if (ClientCfg.Bloom)
|
||||
{
|
||||
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||
}
|
||||
}
|
||||
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
||||
{
|
||||
++i;
|
||||
|
@ -1673,22 +1708,7 @@ bool mainLoop()
|
|||
{
|
||||
if (Render)
|
||||
{
|
||||
if (ClientCfg.Bloom && bloomStage == 0)
|
||||
{
|
||||
// set bloom parameters before applying bloom effect
|
||||
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||
// start bloom effect (just before the first scene element render)
|
||||
if (!StereoDisplay) // FIXME: Assumes rendering to render target...!
|
||||
{
|
||||
uint32 winw, winh;
|
||||
Driver->getWindowSize(winw, winh);
|
||||
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||
}
|
||||
// CBloomEffect::instance().initBloom();
|
||||
bloomStage = 1;
|
||||
}
|
||||
effectRender = haveEffects;
|
||||
}
|
||||
|
||||
// Clear buffers
|
||||
|
@ -1729,18 +1749,15 @@ bool mainLoop()
|
|||
// Render
|
||||
if (Render)
|
||||
{
|
||||
if (ClientCfg.Bloom && bloomStage == 1)
|
||||
if (effectRender)
|
||||
{
|
||||
// End the actual bloom effect visible in the scene.
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
CBloomEffect::instance().applyBloom(effectRenderTarget != NULL);
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
if (effectRenderTarget)
|
||||
if (ClientCfg.Bloom)
|
||||
{
|
||||
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||
effectRenderTarget = NULL;
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
CBloomEffect::instance().applyBloom();
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
}
|
||||
bloomStage = 0;
|
||||
effectRender = false;
|
||||
}
|
||||
|
||||
// for that frame and
|
||||
|
@ -2182,6 +2199,27 @@ bool mainLoop()
|
|||
}
|
||||
} /* stereo pass */
|
||||
|
||||
if (effectRenderTarget)
|
||||
{
|
||||
// draw final result to backbuffer
|
||||
CDriverUser *dru = static_cast<CDriverUser *>(Driver);
|
||||
|
||||
CTextureUser texNull;
|
||||
dru->setRenderTarget(texNull);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
|
||||
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
Driver->drawQuad(EffectQuad, EffectMaterial);
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
|
||||
EffectMaterial.getObjectPtr()->setTexture(0, NULL);
|
||||
|
||||
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||
effectRenderTarget = NULL;
|
||||
}
|
||||
|
||||
// Draw to screen.
|
||||
static CQuat MainCamOri;
|
||||
if (FirstFrame)
|
||||
|
|
|
@ -120,6 +120,7 @@ extern bool userChar;
|
|||
extern bool serverReceivedReady;
|
||||
extern bool CharNameValidArrived;
|
||||
|
||||
extern UMaterial EffectMaterial;
|
||||
|
||||
extern void releaseContextualCursor();
|
||||
extern void selectTipsOfTheDay (uint tips);
|
||||
|
@ -585,6 +586,9 @@ void release()
|
|||
// Delete the driver.
|
||||
if(Driver)
|
||||
{
|
||||
if (!EffectMaterial.empty())
|
||||
Driver->deleteMaterial(EffectMaterial);
|
||||
|
||||
// Release the prim
|
||||
PrimFiles.release (*Driver);
|
||||
|
||||
|
|
Loading…
Reference in a new issue