mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 12:03:51 +00:00
09edbf49fd
This commit changes a bunch of internal rendering logic to use FBOs in a way that doesn't violate the GL spec. The water surface FBO's output texture was bound for reading while at the same time rendering the water surface back into the same FBO! Depending on the card/driver/load/zoom factor/moon phase, this could lead to water surface flickering, chessboard effects, and other visual glitches. In order to fix this an extra FBO is needed. In theory this is a simple fix but in practice this is the Aquaria codebase and everything is more complicated than it has any right to be. Couple other things: - FBOs no longer have a depth renderbuffer. Aquaria never uses the depth buffer for anything, so this can go to save some memory. Also remove renderbuffer GL function pointers. - Make FBOs multi-"paged". This is supposedly more efficient on desktop GL, if glDrawBuffer() supports GL_COLOR_ATTACHMENTn. This is currently checked via the presence of glDrawBuffersARB(). - Main core FBO now has 2 pages becaus it's needed for the water surface. The same 2 pages are later used by the after effect manager to ping-pong postprocessing shaders. Remove private after effect FBO. TODO: - There's still a bug in the one-fbo-multiple-binding-points code path. -> for now glDrawBuffersARB must be NULL to work properly.
463 lines
9 KiB
C++
463 lines
9 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "AfterEffect.h"
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#include "RenderBase.h"
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#include "Shader.h"
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#include <assert.h>
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Effect::Effect()
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{
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done = false;
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rate = 1;
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}
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AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
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{
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active = false;
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numEffects = 0;
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shaderPipeline.resize(10, 0);
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this->xDivs = xDivs;
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this->yDivs = yDivs;
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updateDevice();
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loadShaders();
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}
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void AfterEffectManager::loadShaders()
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{
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deleteShaders();
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// ...Load shaders here...
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}
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AfterEffectManager::~AfterEffectManager()
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{
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deleteEffects();
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deleteShaders();
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}
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void AfterEffectManager::deleteEffects()
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{
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for (size_t i = 0; i < effects.size(); i++)
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{
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if (effects[i])
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{
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delete effects[i];
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}
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}
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effects.clear();
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numEffects=0;
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openSpots.clear();
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}
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void AfterEffectManager::beginCapture()
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{
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assert(core->frameBuffer.isInited());
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core->frameBuffer.pushCapture(0);
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glClearColor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void AfterEffectManager::endCapture()
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{
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core->frameBuffer.popCapture();
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}
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void AfterEffectManager::deleteShaders()
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{
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for(size_t i = 0; i < shaderPipeline.size(); ++i)
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shaderPipeline[i] = 0;
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if(loadedShaders[i])
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{
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delete loadedShaders[i];
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loadedShaders[i] = 0;
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}
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}
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}
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void AfterEffectManager::unloadShaders()
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{
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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if(loadedShaders[i])
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loadedShaders[i]->unload();
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}
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void AfterEffectManager::clear()
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{
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deleteEffects();
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resetGrid();
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}
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void AfterEffectManager::update(float dt)
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{
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if (core->particlesPaused) return;
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const size_t N = effects.size();
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if(!N && !active)
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return;
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resetGrid();
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bool isactive = false;
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for (size_t i = 0; i < N; i++)
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{
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Effect *e = effects[i];
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if (e)
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{
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isactive = true;
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e->update(dt, grid.array2d(), xDivs, yDivs);
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if (e->done)
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{
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numEffects--;
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destroyEffect(i);
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}
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}
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}
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grid.updateVBO();
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// FIXME: active if FBO is there and (effects exist or shaders exist)
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active = isactive && core->frameBuffer.isInited();
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}
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void AfterEffectManager::resetGrid()
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{
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grid.reset01();
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}
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void AfterEffectManager::destroyEffect(int id)
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{
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delete effects[id];
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effects[id] = 0;
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openSpots.push_back(id);
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}
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void AfterEffectManager::render(const RenderState& rs, unsigned fboPageWithImage) const
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{
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assert(core->frameBuffer.isInited());
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glPushMatrix();
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rs.gpu.setBlend(BLEND_DISABLED);
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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glColor4f(1,1,1,1);
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renderGrid(rs, fboPageWithImage);
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glPopMatrix();
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}
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void AfterEffectManager::renderGrid(const RenderState& rs, unsigned fbPage) const
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{
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size_t firstShader, lastShader;
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Shader *activeShader = NULL;
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for (size_t i = 0; i < shaderPipeline.size(); ++i)
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{
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if(shaderPipeline[i] && shaderPipeline[i]->isLoaded())
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{
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if(!activeShader)
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{
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firstShader = i;
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activeShader = shaderPipeline[i];
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}
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lastShader = i;
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}
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}
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// Disable blending so we don't need to clear the framebuffers
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rs.gpu.setBlend(BLEND_DISABLED);
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int vw = core->getVirtualWidth();
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int vh = core->getVirtualHeight();
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int offx = -core->getVirtualOffX();
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int offy = -core->getVirtualOffY();
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const FrameBuffer * const fb = &core->frameBuffer;
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// STARTING POINT: game image was just rendered into fb(0), use that as starting point
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fb->bindTexture(fbPage);
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if(activeShader)
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{
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activeShader->setInt("tex", 0);
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activeShader->bind();
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// Unless this is the last pass, render to fb(1)
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if(firstShader != lastShader)
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fb->pushCapture(1 - fbPage);
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}
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// verts are in 0..1, transform so that we cover the entire screen
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glTranslatef(offx, offy, 0);
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glScalef(vw, vh, 1);
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if(active)
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{
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grid.render(rs);
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//renderGridPoints(rs);
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}
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else
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core->blitQuad.render(rs);
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if (activeShader)
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{
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activeShader->unbind();
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if(firstShader != lastShader)
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{
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// From here on: secondary shader passes.
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// We just outputted to the backup buffer...
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unsigned pageOut = 1 - fbPage;
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for(size_t i = firstShader + 1; i <= lastShader; ++i)
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{
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unsigned pageIn = 1 - pageOut;
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activeShader = shaderPipeline[i];
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if(!(activeShader && activeShader->isLoaded()))
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continue;
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// Swap and exchange framebuffers. The old output buffer serves as texture input for the other one
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pageOut = pageIn;
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// If this is the last pass, do not render to a frame buffer again
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if(i == lastShader)
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fb->popCapture();
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else
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fb->replaceCapture(pageOut);
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fb->bindTexture(pageIn);
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activeShader->bind();
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activeShader->setInt("tex", 0);
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core->blitQuad.render(rs);
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activeShader->unbind();
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}
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}
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}
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RenderObject::lastTextureApplied = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void AfterEffectManager::renderGridPoints(const RenderState& rs) const
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{
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grid.renderDebugPoints(rs);
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}
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void AfterEffectManager::unloadDevice()
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{
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grid.dropBuffers();
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unloadShaders();
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}
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void AfterEffectManager::_updateScreenSize()
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{
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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grid.setTexCoords(core->blitQuad.getTexCoords());
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}
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void AfterEffectManager::updateDevice()
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{
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_updateScreenSize();
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_initGrid();
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}
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void AfterEffectManager::reloadDevice()
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{
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_updateScreenSize();
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_initGrid();
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for (size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if (Shader *sh = loadedShaders[i])
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{
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sh->reload();
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if (!sh->isLoaded())
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{
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debugLog("AfterEffect::reloadDevice(): Failed to reload shader");
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loadedShaders[i] = 0;
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for(size_t j = 0; j < shaderPipeline.size(); ++j)
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if(sh == shaderPipeline[j])
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shaderPipeline[j] = 0;
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delete sh;
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}
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}
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}
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}
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void AfterEffectManager::addEffect(Effect *e)
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{
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if (!openSpots.empty())
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{
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int i = openSpots.back();
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openSpots.pop_back();
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effects[i] = e;
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}
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else
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{
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effects.push_back(e);
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}
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numEffects++;
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e->position.x /= screenWidth;
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e->position.y /= screenHeight;
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}
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void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
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{
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dt *= timeMultiplier;
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Effect::update(dt, grid, xDivs, yDivs);
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const Vector centerPoint = position - ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
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amplitude-=dt*rate;
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currentDistance+=dt*frequency;
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const float distFromCamp = 4;
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const float adjWaveLength = waveLength/distFromCamp;
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const float adjAmplitude = amplitude/distFromCamp;
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const float invAdjVaveLen = -1.0f / adjWaveLength;
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const float dist = currentDistance*adjWaveLength;
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if (amplitude < 0)
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done=true;
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for (int y = 1; y < (yDivs-1); y++)
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{
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Vector *row = grid.row(y);
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for (int x = 1; x < (xDivs-1); x++)
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{
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float xDist = (centerPoint.x - row[x].x)/.75f; // factor for 4:3 internal resolution
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float yDist = centerPoint.y - row[x].y;
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float tDist = sqrtf(xDist*xDist+yDist*yDist);
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if (tDist < dist)
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{
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const float a = tDist * invAdjVaveLen + currentDistance;
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row[x].x += adjAmplitude*sinf(a)*.75f;
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row[x].y += adjAmplitude*cosf(a);
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}
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}
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}
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}
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int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
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{
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Shader *sh = new Shader();
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sh->load(vert, frag);
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if(!sh->isLoaded())
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{
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delete sh;
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return 0;
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}
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return _insertShader(sh);
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}
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int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
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{
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Shader *sh = new Shader();
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sh->loadSrc(vert, frag);
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if(!sh->isLoaded())
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{
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delete sh;
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return 0;
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}
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return _insertShader(sh);
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}
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Shader *AfterEffectManager::getShaderPtr(int handle)
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{
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size_t idx = handle - 1;
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return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
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}
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void AfterEffectManager::setShaderPipelineSize(size_t size)
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{
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shaderPipeline.resize(size, 0);
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}
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bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
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{
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if(pos < shaderPipeline.size())
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{
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shaderPipeline[pos] = getShaderPtr(handle);
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return true;
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}
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return false;
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}
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// returns handle (= index + 1)
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int AfterEffectManager::_insertShader(Shader *sh)
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{
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if(!loadedShaders[i])
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{
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loadedShaders[i] = sh;
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return i+1;
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}
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}
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loadedShaders.push_back(sh);
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return loadedShaders.size();
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}
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void AfterEffectManager::_initGrid()
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{
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if(xDivs && yDivs)
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grid.init(xDivs, yDivs);
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else
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grid.dropBuffers();
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}
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void AfterEffectManager::deleteShader(int handle)
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{
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Shader *sh = getShaderPtr(handle);
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if(!sh)
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return;
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for(size_t i = 0; i < shaderPipeline.size(); ++i)
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if(shaderPipeline[i] == sh)
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shaderPipeline[i] = 0;
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size_t idx = handle - 1;
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loadedShaders[idx] = 0;
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delete sh;
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}
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