mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-26 17:16:20 +00:00
3D: Add FXAA
--HG-- branch : multipass-stereo
This commit is contained in:
parent
f59de199cf
commit
ec4762f669
14 changed files with 2661 additions and 34 deletions
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@ -46,6 +46,7 @@ namespace NL3D {
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class ITexture;
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class CTextureUser;
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class CPixelProgram;
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class CVertexProgram;
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/**
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* \brief CFXAA
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@ -66,8 +67,9 @@ private:
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UDriver *m_Driver;
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NL3D::UMaterial m_Mat;
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NL3D::CVertexBuffer m_VB;
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// NL3D::CVertexBuffer m_VB;
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NLMISC::CQuadUV m_QuadUV;
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CVertexProgram *m_VP;
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CPixelProgram *m_PP;
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uint m_Width;
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@ -264,6 +264,7 @@ void CBloomEffect::applyBloom()
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CRect rect1(0, 0, width, height);
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CRect rect2(0, 0, _BlurWidth, _BlurHeight);
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dru->stretchRect(_Scene, txt1, rect1, txt2, rect2);
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_Driver->setMatrixMode2D11();
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// horizontal blur pass
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doBlur(true);
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@ -319,10 +320,7 @@ void CBloomEffect::applyBlur()
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matObjectFinal->texConstantColor(0, constCoeff);
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// display quad
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UCamera pCam = _Scene->getCam();
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_Driver->setMatrixMode2D11();
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_Driver->drawQuad(_BlurQuad, displayBlurMat);
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_Driver->setMatrixMode3D(pCam);
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// disable vertex program
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drvInternal->activeVertexProgram(NULL);
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@ -404,15 +402,12 @@ void CBloomEffect::doBlur(bool horizontalBlur)
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matObject->setTexture(3, startTexture);
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// display
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UCamera pCam = _Scene->getCam();
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_Driver->setMatrixMode2D11();
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_Driver->drawQuad(_BlurQuad, _BlurMat);
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// disable render target and vertex program
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drvInternal->activeVertexProgram(NULL);
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CTextureUser cu;
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((CDriverUser *)_Driver)->setRenderTarget(cu, 0, 0, 0, 0);
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_Driver->setMatrixMode3D(pCam);
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}
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}; // NL3D
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@ -54,7 +54,7 @@ namespace {
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} /* anonymous namespace */
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CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_Width(~0), m_Height(~0)
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CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_VP(NULL), m_Width(~0), m_Height(~0)
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{
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nldebug("3D: Create FXAA");
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@ -82,14 +82,54 @@ CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_Width(~0),
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}
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if (!drv->compilePixelProgram(m_PP))
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{
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nlwarning("No supported pixel program for FXAA effect");
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nlwarning("3D: No supported pixel program for FXAA effect");
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delete m_PP;
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m_PP = NULL;
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}
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else
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{
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nldebug("3D: FXAA pixel program available");
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}
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}
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if (m_PP)
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if (!m_PP)
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{
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return;
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}
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// create vp
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{
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m_VP = new CVertexProgram();
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// nelvp
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{
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IProgram::CSource *source = new IProgram::CSource();
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source->Features.MaterialFlags = CProgramFeatures::TextureStages;
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source->Profile = IProgram::nelvp;
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source->setSourcePtr(a_nelvp);
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m_VP->addSource(source);
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}
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if (!drv->compileVertexProgram(m_VP))
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{
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nlwarning("3D: No supported vertex program for FXAA effect");
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delete m_VP;
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m_VP = NULL;
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delete m_PP;
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m_PP = NULL;
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}
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else
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{
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nldebug("3D: FXAA vertex program available");
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}
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}
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if (!m_VP)
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{
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return;
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}
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// create material and vb
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{
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m_Mat = m_Driver->createMaterial();
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m_Mat.initUnlit();
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@ -113,28 +153,14 @@ CFXAA::CFXAA(NL3D::UDriver *driver) : m_Driver(driver), m_PP(NULL), m_Width(~0),
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m_QuadUV.Uv2 = CUV(1.f, 1.f);
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m_QuadUV.Uv3 = CUV(0.f, 1.f);
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CVertexBuffer &vb = m_VB;
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/*CVertexBuffer &vb = m_VB;
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vb.clearValueEx();
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vb.addValueEx(CVertexBuffer::Position, CVertexBuffer::Float3);
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vb.addValueEx(CVertexBuffer::TexCoord0, CVertexBuffer::Float2);
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vb.addValueEx(CVertexBuffer::TexCoord1, CVertexBuffer::Float4);
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vb.initEx();
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vb.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
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vb.setNumVertices(4);
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/*CVertexBufferReadWrite vba;
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vb.lock(vba);
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vba.setVertexCoord(0, 0.f, 0.f, 0.5f);
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vba.setVertexCoord(1, 1.f, 0.f, 0.5f);
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vba.setVertexCoord(2, 1.f, 1.f, 0.5f);
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vba.setVertexCoord(3, 0.f, 1.f, 0.5f);
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vba.setTexCoord(0, 0, 0.f, 0.f);
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vba.setTexCoord(1, 0, 1.f, 0.f);
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vba.setTexCoord(2, 0, 1.f, 1.f);
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vba.setTexCoord(3, 0, 0.f, 1.f);*/
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/*vba.setTexCoord(0, 1, 0.f, 0.f);
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vba.setTexCoord(1, 1, 1.f, 0.f);
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vba.setTexCoord(2, 1, 1.f, 1.f);
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vba.setTexCoord(3, 1, 0.f, 1.f);*/
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vb.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
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vb.setNumVertices(4);*/
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}
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}
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@ -147,6 +173,8 @@ CFXAA::~CFXAA()
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m_Driver->deleteMaterial(m_Mat);
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}
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delete m_VP;
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m_VP = NULL;
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delete m_PP;
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m_PP = NULL;
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@ -172,6 +200,33 @@ void CFXAA::applyEffect()
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float fwidth = (float)width;
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float fheight = (float)height;
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nldebug("%f, %f", fwidth, fheight);
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float pwidth = 1.0f / fwidth;
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float pheight = 1.0f / fheight;
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float hpwidth = pwidth * 0.5f;
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float hpheight = pheight * 0.5f;
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float n = 0.5f;
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//if (width != m_Width || height != m_Height)
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/*{
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// Build VB
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m_Width = width;
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m_Height = height;
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CVertexBufferReadWrite vba;
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m_VB.lock(vba);
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vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
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vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
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vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
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vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
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vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
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vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
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}*/
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// create render target
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CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
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@ -182,11 +237,30 @@ void CFXAA::applyEffect()
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drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
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drv->setRenderTarget(renderTarget);
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// debug
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m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));
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// activate program
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bool vpok = drv->activeVertexProgram(m_VP);
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nlassert(vpok);
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bool ppok = drv->activePixelProgram(m_PP);
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nlassert(ppok);
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drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
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drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2
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drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
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drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);
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// render effect
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m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
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/*drv->activeVertexBuffer(m_VB);
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drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
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m_Driver->drawQuad(m_QuadUV, m_Mat);
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m_Mat.getObjectPtr()->setTexture(0, NULL);
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// deactivate program
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drv->activeVertexProgram(NULL);
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drv->activePixelProgram(NULL);
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// recycle render target
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m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
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}
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@ -1,6 +1,101 @@
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const char *a_nelvp =
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"!!VP1.0\n"
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"DP4 o[HPOS].x, c[0], v[OPOS];\n"
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"DP4 o[HPOS].y, c[1], v[OPOS];\n"
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"DP4 o[HPOS].z, c[2], v[OPOS];\n"
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"DP4 o[HPOS].w, c[3], v[OPOS];\n"
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"MOV o[TEX0].xy, v[TEX0];\n"
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"ADD o[TEX1], v[TEX0].xyxy, c[9];\n"
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"END\n";
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const char *a_arbfp1_test =
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"!!ARBfp1.0\n"
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"OPTION ARB_precision_hint_fastest;\n"
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"TEX result.color, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
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"END\n";
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const char *a_arbfp1 =
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"!!ARBfp1.0\n"
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"OPTION ARB_precision_hint_fastest;\n"
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//# cgc version 3.1.0013, build date Apr 18 2012
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//# command line args: -profile arbfp1 -O3 -fastmath -fastprecision
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//# source file: fxaa_fp.cg
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//#vendor NVIDIA Corporation
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//#version 3.1.0.13
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//#profile arbfp1
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//#program fxaa_fp
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//#semantic fxaa_fp.fxaaConsoleRcpFrameOpt
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//#semantic fxaa_fp.fxaaConsoleRcpFrameOpt2
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//#semantic fxaa_fp.nlTex0 : TEX0
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//#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
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//#var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
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//#var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
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//#var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
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//#var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
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//#var float4 oCol : $vout.COLOR : COL : 5 : 1
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//#const c[2] = 0.125 0 -2 2
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//#const c[3] = 0.001953125 0.5
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"PARAM c[4] = { program.env[0..1],\n"
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" { 0.125, 0, -2, 2 },\n"
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" { 0.001953125, 0.5 } };\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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"TEMP R3;\n"
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"TEMP R4;\n"
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"TEMP R5;\n"
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"TEX R1.w, fragment.texcoord[1].zyzw, texture[0], 2D;\n"
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"ADD R0.x, R1.w, c[3];\n"
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"TEX R0.w, fragment.texcoord[1].xwzw, texture[0], 2D;\n"
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"TEX R1.w, fragment.texcoord[1], texture[0], 2D;\n"
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"ADD R0.y, -R0.x, R0.w;\n"
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"ADD R0.z, R1.w, R0.y;\n"
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"TEX R2.w, fragment.texcoord[1].zwzw, texture[0], 2D;\n"
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"ADD R0.y, -R1.w, R0;\n"
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"ADD R1.x, R2.w, R0.y;\n"
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"ADD R1.y, R0.z, -R2.w;\n"
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"MUL R2.xy, R1, R1;\n"
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"ADD R0.y, R2.x, R2;\n"
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"RSQ R0.y, R0.y;\n"
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"MUL R2.xy, R0.y, R1;\n"
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"MAD R3.xy, R2, c[0].zwzw, fragment.texcoord[0];\n"
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"ABS R0.z, R2.y;\n"
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"ABS R0.y, R2.x;\n"
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"MIN R0.y, R0, R0.z;\n"
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"RCP R0.y, R0.y;\n"
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"MUL R1.xy, R0.y, R2;\n"
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"MUL R1.xy, R1, c[2].x;\n"
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"MIN R1.xy, R1, c[2].w;\n"
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"TEX R4, R3, texture[0], 2D;\n"
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"MAD R2.xy, -R2, c[0].zwzw, fragment.texcoord[0];\n"
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"TEX R3, R2, texture[0], 2D;\n"
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"ADD R3, R3, R4;\n"
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"MAX R1.xy, R1, c[2].z;\n"
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"MAD R2.xy, R1, c[1].zwzw, fragment.texcoord[0];\n"
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"MUL R5, R3, c[3].y;\n"
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"MAD R1.xy, -R1, c[1].zwzw, fragment.texcoord[0];\n"
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"MIN R0.z, R0.x, R2.w;\n"
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"MIN R0.y, R0.w, R1.w;\n"
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"MIN R0.y, R0, R0.z;\n"
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"MAX R0.z, R0.x, R2.w;\n"
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"MAX R0.x, R0.w, R1.w;\n"
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"MAX R0.x, R0, R0.z;\n"
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"TEX R4, R2, texture[0], 2D;\n"
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"TEX R3, R1, texture[0], 2D;\n"
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"ADD R3, R3, R4;\n"
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"MAD R3, R3, c[3].y, R5;\n"
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"MUL R3, R3, c[3].y;\n"
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"SLT R0.z, R0.x, R3.w;\n"
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"SLT R0.x, R3.w, R0.y;\n"
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"ADD_SAT R0.x, R0, R0.z;\n"
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"CMP result.color, -R0.x, R5, R3;\n"
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"END\n";
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//# 45 instructions, 6 R-regs
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const char *a_arbfp1_earlyexit =
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"!!ARBfp1.0\n"
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"OPTION ARB_precision_hint_fastest;\n"
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//"# cgc version 3.1.0013, build date Apr 18 2012\n"
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//"# command line args: -profile arbfp1\n"
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//"# source file: fxaa_fp.cg\n"
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@ -82,7 +177,127 @@ const char *a_arbfp1 =
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"END\n";
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//"# 51 instructions, 6 R-regs\n"
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const char *a_ps_2_0_test_t0 =
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"ps_2_x\n"
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"dcl_2d s0\n"
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"dcl t0.xyz\n"
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"mov r0.xy, t0.xy\n"
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"texld r0, r0, s0\n"
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"mov oC0, r0\n";
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const char *a_ps_2_0_test_avg =
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"ps_2_x\n"
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"dcl_2d s0\n"
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"def c0, 0.25000000, 0, 0, 0\n"
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"dcl t1\n"
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"mov r0.xy, t1.xwzw\n"
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"mov r1.xy, t1.zyzw\n"
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"texld r0, r0, s0\n"
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"texld r1, r1, s0\n"
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"add r2, r1, r0\n"
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"mov r0.xy, t1.zwzw\n"
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"texld r1, t1, s0\n"
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"texld r0, r0, s0\n"
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"add r1, r2, r1\n"
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"add r0, r1, r0\n"
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"mul r0, r0, c0.x\n"
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"mov oC0, r0\n";
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const char *a_ps_2_0 =
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"ps_2_0\n"
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// cgc version 3.1.0013, build date Apr 18 2012
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// command line args: -profile ps_2_0 -O3 -fastmath -fastprecision
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// source file: fxaa_pp.cg
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//vendor NVIDIA Corporation
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//version 3.1.0.13
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//profile ps_2_0
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//program fxaa_pp
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//semantic fxaa_pp.fxaaConsoleRcpFrameOpt
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//semantic fxaa_pp.fxaaConsoleRcpFrameOpt2
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//semantic fxaa_pp.nlTex0 : TEX0
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//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
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//var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
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//var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
|
||||
//var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
|
||||
//var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
|
||||
//var float4 oCol : $vout.COLOR : COL : 5 : 1
|
||||
//const c[2] = 0.001953125 0.125 2 -2
|
||||
//const c[3] = 0.5 0 1
|
||||
"dcl_2d s0\n"
|
||||
"def c2, 0.00195313, 0.12500000, 2.00000000, -2.00000000\n"
|
||||
"def c3, 0.50000000, 0.00000000, 1.00000000, 0\n"
|
||||
"dcl t1\n"
|
||||
"dcl t0.xy\n"
|
||||
"texld r5, t1, s0\n"
|
||||
"mov r1.y, t1.w\n"
|
||||
"mov r1.x, t1.z\n"
|
||||
"mov r2.xy, r1\n"
|
||||
"mov r0.y, t1.w\n"
|
||||
"mov r0.x, t1\n"
|
||||
"mov r1.y, t1\n"
|
||||
"mov r1.x, t1.z\n"
|
||||
"texld r1, r1, s0\n"
|
||||
"texld r0, r0, s0\n"
|
||||
"texld r6, r2, s0\n"
|
||||
"add r0.x, r1.w, c2\n"
|
||||
"add r2.x, -r0, r0.w\n"
|
||||
"add r1.x, r5.w, r2\n"
|
||||
"add r2.z, r1.x, -r6.w\n"
|
||||
"add r2.x, -r5.w, r2\n"
|
||||
"add r2.x, r6.w, r2\n"
|
||||
"mov r3.x, r2\n"
|
||||
"mov r3.y, r2.z\n"
|
||||
"mov r2.y, r2.z\n"
|
||||
"mov r1.y, r2.z\n"
|
||||
"mov r1.x, r2\n"
|
||||
"mul r1.xy, r3, r1\n"
|
||||
"add r1.x, r1, r1.y\n"
|
||||
"rsq r1.x, r1.x\n"
|
||||
"mul r4.xy, r1.x, r2\n"
|
||||
"abs r2.x, r4.y\n"
|
||||
"abs r1.x, r4\n"
|
||||
"min r1.x, r1, r2\n"
|
||||
"rcp r1.x, r1.x\n"
|
||||
"mul r1.xy, r1.x, r4\n"
|
||||
"mul r1.xy, r1, c2.y\n"
|
||||
"min r1.xy, r1, c2.z\n"
|
||||
"max r2.xy, r1, c2.w\n"
|
||||
"mov r1.y, c1.w\n"
|
||||
"mov r1.x, c1.z\n"
|
||||
"mad r3.xy, r2, r1, t0\n"
|
||||
"mov r1.y, c1.w\n"
|
||||
"mov r1.x, c1.z\n"
|
||||
"mad r5.xy, -r2, r1, t0\n"
|
||||
"mov r1.y, c0.w\n"
|
||||
"mov r1.x, c0.z\n"
|
||||
"mad r2.xy, -r4, r1, t0\n"
|
||||
"mov r1.y, c0.w\n"
|
||||
"mov r1.x, c0.z\n"
|
||||
"mad r1.xy, r4, r1, t0\n"
|
||||
"texld r4, r5, s0\n"
|
||||
"texld r3, r3, s0\n"
|
||||
"texld r1, r1, s0\n"
|
||||
"texld r2, r2, s0\n"
|
||||
"add r1, r2, r1\n"
|
||||
"mul r2, r1, c3.x\n"
|
||||
"add r1, r4, r3\n"
|
||||
"max r3.x, r0, r6.w\n"
|
||||
"mad r1, r1, c3.x, r2\n"
|
||||
"mul r4, r1, c3.x\n"
|
||||
"max r1.x, r0.w, r5.w\n"
|
||||
"max r1.x, r1, r3\n"
|
||||
"add r1.x, -r4.w, r1\n"
|
||||
"min r3.x, r0.w, r5.w\n"
|
||||
"min r0.x, r0, r6.w\n"
|
||||
"min r0.x, r3, r0\n"
|
||||
"add r0.x, r4.w, -r0\n"
|
||||
"cmp r1.x, r1, c3.y, c3.z\n"
|
||||
"cmp r0.x, r0, c3.y, c3.z\n"
|
||||
"add_pp_sat r0.x, r0, r1\n"
|
||||
"cmp r0, -r0.x, r4, r2\n"
|
||||
"mov oC0, r0\n";
|
||||
|
||||
const char *a_ps_2_0_earlyexit =
|
||||
"ps_2_x\n"
|
||||
// cgc version 3.1.0013, build date Apr 18 2012
|
||||
// command line args: -profile ps_2_x
|
||||
|
|
3
code/nel/src/3d/shaders/compile.bat
Normal file
3
code/nel/src/3d/shaders/compile.bat
Normal file
|
@ -0,0 +1,3 @@
|
|||
cgc -entry fxaa_pp fxaa_pp.cg -profile arbfp1 -O3 -fastmath -fastprecision -o fxaa_pp_arbfp1.txt
|
||||
cgc -entry fxaa_pp fxaa_pp.cg -profile ps_2_0 -O3 -fastmath -fastprecision -o fxaa_pp_ps_2_0.txt
|
||||
cgc -entry fxaa_vp fxaa_vp.cg -profile arbvp1 -fastmath -fastprecision -o fxaa_vp_arbvp1.txt
|
2042
code/nel/src/3d/shaders/fxaa3_11.h
Normal file
2042
code/nel/src/3d/shaders/fxaa3_11.h
Normal file
File diff suppressed because it is too large
Load diff
70
code/nel/src/3d/shaders/fxaa_pp.cg
Normal file
70
code/nel/src/3d/shaders/fxaa_pp.cg
Normal file
|
@ -0,0 +1,70 @@
|
|||
|
||||
#define FXAA_PS3 1
|
||||
#define FXAA_HLSL_3 1
|
||||
#define FXAA_QUALITY__PRESET 12
|
||||
#define FXAA_EARLY_EXIT 0
|
||||
|
||||
#define h4tex2Dlod tex2Dlod
|
||||
#define half4 float4
|
||||
#define half3 float3
|
||||
#define half2 float2
|
||||
#define half float
|
||||
|
||||
#include "fxaa3_11.h"
|
||||
|
||||
void fxaa_pp(
|
||||
// Per fragment parameters
|
||||
float2 pos : TEXCOORD0,
|
||||
float4 fxaaConsolePosPos : TEXCOORD1,
|
||||
|
||||
// Fragment program constants
|
||||
uniform float4 fxaaConsoleRcpFrameOpt,
|
||||
uniform float4 fxaaConsoleRcpFrameOpt2,
|
||||
uniform sampler2D nlTex0 : TEX0,
|
||||
|
||||
// Output color
|
||||
out float4 oCol : COLOR
|
||||
)
|
||||
{
|
||||
oCol = FxaaPixelShader(
|
||||
pos,
|
||||
fxaaConsolePosPos,
|
||||
nlTex0,
|
||||
fxaaConsoleRcpFrameOpt,
|
||||
fxaaConsoleRcpFrameOpt2
|
||||
);
|
||||
}
|
||||
|
||||
/*
|
||||
Have FXAA vertex shader run as a full screen triangle,
|
||||
and output "pos" and "fxaaConsolePosPos"
|
||||
such that inputs in the pixel shader provide,
|
||||
|
||||
// {xy} = center of pixel
|
||||
FxaaFloat2 pos,
|
||||
|
||||
// {xy__} = upper left of pixel
|
||||
// {__zw} = lower right of pixel
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
*/
|
||||
|
||||
// fxaaConsoleRcpFrameOpt:
|
||||
// Only used on FXAA Console.
|
||||
// This must be from a constant/uniform.
|
||||
// This effects sub-pixel AA quality and inversely sharpness.
|
||||
// Where N ranges between,
|
||||
// N = 0.50 (default)
|
||||
// N = 0.33 (sharper)
|
||||
// {x___} = -N/screenWidthInPixels
|
||||
// {_y__} = -N/screenHeightInPixels
|
||||
// {__z_} = N/screenWidthInPixels
|
||||
// {___w} = N/screenHeightInPixels
|
||||
|
||||
// fxaaConsoleRcpFrameOpt2:
|
||||
// Only used on FXAA Console.
|
||||
// Not used on 360, but used on PS3 and PC.
|
||||
// This must be from a constant/uniform.
|
||||
// {x___} = -2.0/screenWidthInPixels
|
||||
// {_y__} = -2.0/screenHeightInPixels
|
||||
// {__z_} = 2.0/screenWidthInPixels
|
||||
// {___w} = 2.0/screenHeightInPixels
|
76
code/nel/src/3d/shaders/fxaa_pp_arbfp1.txt
Normal file
76
code/nel/src/3d/shaders/fxaa_pp_arbfp1.txt
Normal file
|
@ -0,0 +1,76 @@
|
|||
!!ARBfp1.0
|
||||
OPTION ARB_precision_hint_fastest;
|
||||
# cgc version 3.1.0013, build date Apr 18 2012
|
||||
# command line args: -profile arbfp1 -O3 -fastmath -fastprecision
|
||||
# source file: fxaa_pp.cg
|
||||
#vendor NVIDIA Corporation
|
||||
#version 3.1.0.13
|
||||
#profile arbfp1
|
||||
#program fxaa_pp
|
||||
#semantic fxaa_pp.fxaaConsoleRcpFrameOpt
|
||||
#semantic fxaa_pp.fxaaConsoleRcpFrameOpt2
|
||||
#semantic fxaa_pp.nlTex0 : TEX0
|
||||
#var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
|
||||
#var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
|
||||
#var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
|
||||
#var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
|
||||
#var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
|
||||
#var float4 oCol : $vout.COLOR : COL : 5 : 1
|
||||
#const c[2] = 0.125 0 -2 2
|
||||
#const c[3] = 0.001953125 0.5
|
||||
PARAM c[4] = { program.local[0..1],
|
||||
{ 0.125, 0, -2, 2 },
|
||||
{ 0.001953125, 0.5 } };
|
||||
TEMP R0;
|
||||
TEMP R1;
|
||||
TEMP R2;
|
||||
TEMP R3;
|
||||
TEMP R4;
|
||||
TEMP R5;
|
||||
TEX R1.w, fragment.texcoord[1].zyzw, texture[0], 2D;
|
||||
ADD R0.x, R1.w, c[3];
|
||||
TEX R0.w, fragment.texcoord[1].xwzw, texture[0], 2D;
|
||||
TEX R1.w, fragment.texcoord[1], texture[0], 2D;
|
||||
ADD R0.y, -R0.x, R0.w;
|
||||
ADD R0.z, R1.w, R0.y;
|
||||
TEX R2.w, fragment.texcoord[1].zwzw, texture[0], 2D;
|
||||
ADD R0.y, -R1.w, R0;
|
||||
ADD R1.x, R2.w, R0.y;
|
||||
ADD R1.y, R0.z, -R2.w;
|
||||
MUL R2.xy, R1, R1;
|
||||
ADD R0.y, R2.x, R2;
|
||||
RSQ R0.y, R0.y;
|
||||
MUL R2.xy, R0.y, R1;
|
||||
MAD R3.xy, R2, c[0].zwzw, fragment.texcoord[0];
|
||||
ABS R0.z, R2.y;
|
||||
ABS R0.y, R2.x;
|
||||
MIN R0.y, R0, R0.z;
|
||||
RCP R0.y, R0.y;
|
||||
MUL R1.xy, R0.y, R2;
|
||||
MUL R1.xy, R1, c[2].x;
|
||||
MIN R1.xy, R1, c[2].w;
|
||||
TEX R4, R3, texture[0], 2D;
|
||||
MAD R2.xy, -R2, c[0].zwzw, fragment.texcoord[0];
|
||||
TEX R3, R2, texture[0], 2D;
|
||||
ADD R3, R3, R4;
|
||||
MAX R1.xy, R1, c[2].z;
|
||||
MAD R2.xy, R1, c[1].zwzw, fragment.texcoord[0];
|
||||
MUL R5, R3, c[3].y;
|
||||
MAD R1.xy, -R1, c[1].zwzw, fragment.texcoord[0];
|
||||
MIN R0.z, R0.x, R2.w;
|
||||
MIN R0.y, R0.w, R1.w;
|
||||
MIN R0.y, R0, R0.z;
|
||||
MAX R0.z, R0.x, R2.w;
|
||||
MAX R0.x, R0.w, R1.w;
|
||||
MAX R0.x, R0, R0.z;
|
||||
TEX R4, R2, texture[0], 2D;
|
||||
TEX R3, R1, texture[0], 2D;
|
||||
ADD R3, R3, R4;
|
||||
MAD R3, R3, c[3].y, R5;
|
||||
MUL R3, R3, c[3].y;
|
||||
SLT R0.z, R0.x, R3.w;
|
||||
SLT R0.x, R3.w, R0.y;
|
||||
ADD_SAT R0.x, R0, R0.z;
|
||||
CMP result.color, -R0.x, R5, R3;
|
||||
END
|
||||
# 45 instructions, 6 R-regs
|
92
code/nel/src/3d/shaders/fxaa_pp_ps_2_0.txt
Normal file
92
code/nel/src/3d/shaders/fxaa_pp_ps_2_0.txt
Normal file
|
@ -0,0 +1,92 @@
|
|||
ps_2_0
|
||||
// cgc version 3.1.0013, build date Apr 18 2012
|
||||
// command line args: -profile ps_2_0 -O3 -fastmath -fastprecision
|
||||
// source file: fxaa_pp.cg
|
||||
//vendor NVIDIA Corporation
|
||||
//version 3.1.0.13
|
||||
//profile ps_2_0
|
||||
//program fxaa_pp
|
||||
//semantic fxaa_pp.fxaaConsoleRcpFrameOpt
|
||||
//semantic fxaa_pp.fxaaConsoleRcpFrameOpt2
|
||||
//semantic fxaa_pp.nlTex0 : TEX0
|
||||
//var float2 pos : $vin.TEXCOORD0 : TEX0 : 0 : 1
|
||||
//var float4 fxaaConsolePosPos : $vin.TEXCOORD1 : TEX1 : 1 : 1
|
||||
//var float4 fxaaConsoleRcpFrameOpt : : c[0] : 2 : 1
|
||||
//var float4 fxaaConsoleRcpFrameOpt2 : : c[1] : 3 : 1
|
||||
//var sampler2D nlTex0 : TEX0 : texunit 0 : 4 : 1
|
||||
//var float4 oCol : $vout.COLOR : COL : 5 : 1
|
||||
//const c[2] = 0.001953125 0.125 2 -2
|
||||
//const c[3] = 0.5 0 1
|
||||
dcl_2d s0
|
||||
def c2, 0.00195313, 0.12500000, 2.00000000, -2.00000000
|
||||
def c3, 0.50000000, 0.00000000, 1.00000000, 0
|
||||
dcl t1
|
||||
dcl t0.xy
|
||||
texld r5, t1, s0
|
||||
mov r1.y, t1.w
|
||||
mov r1.x, t1.z
|
||||
mov r2.xy, r1
|
||||
mov r0.y, t1.w
|
||||
mov r0.x, t1
|
||||
mov r1.y, t1
|
||||
mov r1.x, t1.z
|
||||
texld r1, r1, s0
|
||||
texld r0, r0, s0
|
||||
texld r6, r2, s0
|
||||
add r0.x, r1.w, c2
|
||||
add r2.x, -r0, r0.w
|
||||
add r1.x, r5.w, r2
|
||||
add r2.z, r1.x, -r6.w
|
||||
add r2.x, -r5.w, r2
|
||||
add r2.x, r6.w, r2
|
||||
mov r3.x, r2
|
||||
mov r3.y, r2.z
|
||||
mov r2.y, r2.z
|
||||
mov r1.y, r2.z
|
||||
mov r1.x, r2
|
||||
mul r1.xy, r3, r1
|
||||
add r1.x, r1, r1.y
|
||||
rsq r1.x, r1.x
|
||||
mul r4.xy, r1.x, r2
|
||||
abs r2.x, r4.y
|
||||
abs r1.x, r4
|
||||
min r1.x, r1, r2
|
||||
rcp r1.x, r1.x
|
||||
mul r1.xy, r1.x, r4
|
||||
mul r1.xy, r1, c2.y
|
||||
min r1.xy, r1, c2.z
|
||||
max r2.xy, r1, c2.w
|
||||
mov r1.y, c1.w
|
||||
mov r1.x, c1.z
|
||||
mad r3.xy, r2, r1, t0
|
||||
mov r1.y, c1.w
|
||||
mov r1.x, c1.z
|
||||
mad r5.xy, -r2, r1, t0
|
||||
mov r1.y, c0.w
|
||||
mov r1.x, c0.z
|
||||
mad r2.xy, -r4, r1, t0
|
||||
mov r1.y, c0.w
|
||||
mov r1.x, c0.z
|
||||
mad r1.xy, r4, r1, t0
|
||||
texld r4, r5, s0
|
||||
texld r3, r3, s0
|
||||
texld r1, r1, s0
|
||||
texld r2, r2, s0
|
||||
add r1, r2, r1
|
||||
mul r2, r1, c3.x
|
||||
add r1, r4, r3
|
||||
max r3.x, r0, r6.w
|
||||
mad r1, r1, c3.x, r2
|
||||
mul r4, r1, c3.x
|
||||
max r1.x, r0.w, r5.w
|
||||
max r1.x, r1, r3
|
||||
add r1.x, -r4.w, r1
|
||||
min r3.x, r0.w, r5.w
|
||||
min r0.x, r0, r6.w
|
||||
min r0.x, r3, r0
|
||||
add r0.x, r4.w, -r0
|
||||
cmp r1.x, r1, c3.y, c3.z
|
||||
cmp r0.x, r0, c3.y, c3.z
|
||||
add_pp_sat r0.x, r0, r1
|
||||
cmp r0, -r0.x, r4, r2
|
||||
mov oC0, r0
|
20
code/nel/src/3d/shaders/fxaa_vp.cg
Normal file
20
code/nel/src/3d/shaders/fxaa_vp.cg
Normal file
|
@ -0,0 +1,20 @@
|
|||
|
||||
void fxaa_vp(
|
||||
// Per vertex parameters
|
||||
float3 position : POSITION,
|
||||
float2 texCoord0 : TEXCOORD0,
|
||||
|
||||
// Vertex program constants
|
||||
uniform float4x4 modelViewProjection,
|
||||
uniform float4 fxaaConsolePosPos,
|
||||
|
||||
// Output position
|
||||
out float4 oPosition : POSITION,
|
||||
out float2 oTexCoord0 : TEXCOORD0,
|
||||
out float4 oTexCoord1 : TEXCOORD1
|
||||
)
|
||||
{
|
||||
oPosition = mul(modelViewProjection, float4(position, 0.0));
|
||||
oTexCoord0 = texCoord0;
|
||||
oTexCoord1 = texCoord0.xyxy + fxaaConsolePosPos;
|
||||
}
|
31
code/nel/src/3d/shaders/fxaa_vp_arbvp1.txt
Normal file
31
code/nel/src/3d/shaders/fxaa_vp_arbvp1.txt
Normal file
|
@ -0,0 +1,31 @@
|
|||
!!ARBvp1.0
|
||||
# cgc version 3.1.0013, build date Apr 18 2012
|
||||
# command line args: -profile arbvp1 -fastmath -fastprecision
|
||||
# source file: fxaa_vp.cg
|
||||
#vendor NVIDIA Corporation
|
||||
#version 3.1.0.13
|
||||
#profile arbvp1
|
||||
#program fxaa_vp
|
||||
#semantic fxaa_vp.modelViewProjection
|
||||
#semantic fxaa_vp.fxaaConsolePosPos
|
||||
#var float3 position : $vin.POSITION : POSITION : 0 : 1
|
||||
#var float2 texCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : 1 : 1
|
||||
#var float4x4 modelViewProjection : : c[1], 4 : 2 : 1
|
||||
#var float4 fxaaConsolePosPos : : c[5] : 3 : 1
|
||||
#var float4 oPosition : $vout.POSITION : HPOS : 4 : 1
|
||||
#var float2 oTexCoord0 : $vout.TEXCOORD0 : TEX0 : 5 : 1
|
||||
#var float4 oTexCoord1 : $vout.TEXCOORD1 : TEX1 : 6 : 1
|
||||
#const c[0] = 0
|
||||
PARAM c[6] = { { 0 },
|
||||
program.local[1..5] };
|
||||
TEMP R0;
|
||||
MOV R0.w, c[0].x;
|
||||
MOV R0.xyz, vertex.position;
|
||||
DP4 result.position.w, R0, c[4];
|
||||
DP4 result.position.z, R0, c[3];
|
||||
DP4 result.position.y, R0, c[2];
|
||||
DP4 result.position.x, R0, c[1];
|
||||
ADD result.texcoord[1], vertex.texcoord[0].xyxy, c[5];
|
||||
MOV result.texcoord[0].xy, vertex.texcoord[0];
|
||||
END
|
||||
# 8 instructions, 1 R-regs
|
4
code/nel/src/3d/shaders/readme.txt
Normal file
4
code/nel/src/3d/shaders/readme.txt
Normal file
|
@ -0,0 +1,4 @@
|
|||
Compiled shaders are embedded in the source.
|
||||
Must compile and re-embed manually.
|
||||
|
||||
FXAA is in public domain.
|
|
@ -1730,12 +1730,12 @@ bool mainLoop()
|
|||
{
|
||||
if (effectRender)
|
||||
{
|
||||
if (ClientCfg.Bloom)
|
||||
{
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
CBloomEffect::instance().applyBloom();
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
}
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
if (ClientCfg.Bloom) CBloomEffect::instance().applyBloom();
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
effectRender = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -801,8 +801,11 @@ void loopIngame()
|
|||
if (effectRender)
|
||||
{
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
if (s_EnableBloom) CBloomEffect::instance().applyBloom();
|
||||
UCamera pCam = Scene->getCam();
|
||||
Driver->setMatrixMode2D11();
|
||||
if (s_FXAA) s_FXAA->applyEffect();
|
||||
if (s_EnableBloom) CBloomEffect::instance().applyBloom();
|
||||
Driver->setMatrixMode3D(pCam);
|
||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||
effectRender = false;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue