stk-code_catmod/src/graphics/post_processing.cpp

1347 lines
51 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2011-2015 the SuperTuxKart-Team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
#ifndef SERVER_ONLY
#include "graphics/post_processing.hpp"
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/frame_buffer.hpp"
#include "graphics/graphics_restrictions.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/mlaa_areamap.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/rtts.hpp"
#include "graphics/shared_gpu_objects.hpp"
#include "graphics/stk_texture.hpp"
#include "graphics/stk_tex_manager.hpp"
#include "graphics/texture_shader.hpp"
#include "graphics/weather.hpp"
#include "graphics/sp/sp_dynamic_draw_call.hpp"
#include "graphics/sp/sp_shader.hpp"
#include "graphics/sp/sp_uniform_assigner.hpp"
#include "io/file_manager.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/kart_model.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "race/race_manager.hpp"
#include "tracks/track.hpp"
#include "utils/log.hpp"
#include "utils/profiler.hpp"
#include "utils/cpp2011.hpp"
#include <SViewFrustum.h>
using namespace video;
using namespace scene;
// ============================================================================
class Gaussian3HBlurShader : public TextureShader<Gaussian3HBlurShader, 1,
core::vector2df>
{
public:
Gaussian3HBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian3h.frag");
assignUniforms("pixel");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian3HBlurShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &auxiliary, float inv_width,
float inv_height)
{
setTextureUnits(auxiliary.getRTT()[0]);
drawFullScreenEffect(core::vector2df(inv_width, inv_height));
} // render
}; // Gaussian3HBlurShader
// ============================================================================
class ComputeShadowBlurVShader : public TextureShader<ComputeShadowBlurVShader, 1,
core::vector2df,
std::vector<float> >
{
public:
GLuint m_dest_tu;
ComputeShadowBlurVShader()
{
#if !defined(USE_GLES2)
loadProgram(OBJECT, GL_COMPUTE_SHADER, "blurshadowV.comp");
m_dest_tu = 1;
assignUniforms("pixel", "weights");
assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
#endif
} // ComputeShadowBlurVShader
}; // ComputeShadowBlurVShader
// ============================================================================
class Gaussian6VBlurShader : public TextureShader<Gaussian6VBlurShader, 1,
core::vector2df, float>
{
public:
Gaussian6VBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian6v.frag");
assignUniforms("pixel", "sigma");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian6VBlurShader
// ------------------------------------------------------------------------
void render(GLuint layer_tex, int width, int height, float sigma_v)
{
setTextureUnits(layer_tex);
drawFullScreenEffect(core::vector2df(1.f / width, 1.f / height),
sigma_v);
} // render
}; // Gaussian6VBlurShader
// ============================================================================
class Gaussian3VBlurShader : public TextureShader<Gaussian3VBlurShader, 1,
core::vector2df>
{
public:
Gaussian3VBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian3v.frag");
assignUniforms("pixel");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian3VBlurShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &in_fbo, float inv_width, float inv_height)
{
setTextureUnits(in_fbo.getRTT()[0]);
drawFullScreenEffect(core::vector2df(inv_width, inv_height));
} // render
}; // Gaussian3VBlurShader
#if !defined(USE_GLES2)
// ============================================================================
class ComputeGaussian6VBlurShader : public TextureShader<ComputeGaussian6VBlurShader, 1,
core::vector2df,
std::vector<float> >
{
public:
GLuint m_dest_tu;
ComputeGaussian6VBlurShader()
{
loadProgram(OBJECT, GL_COMPUTE_SHADER, "gaussian6v.comp");
m_dest_tu = 1;
assignUniforms("pixel", "weights");
assignSamplerNames(0, "source", ST_BILINEAR_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
} // ComputeGaussian6VBlurShader
}; // ComputeGaussian6VBlurShader
// ============================================================================
class ComputeGaussian6HBlurShader : public TextureShader<ComputeGaussian6HBlurShader, 1,
core::vector2df,
std::vector<float> >
{
public:
GLuint m_dest_tu;
ComputeGaussian6HBlurShader()
{
loadProgram(OBJECT, GL_COMPUTE_SHADER, "gaussian6h.comp");
m_dest_tu = 1;
assignUniforms("pixel", "weights");
assignSamplerNames(0, "source", ST_BILINEAR_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
} // ComputeGaussian6HBlurShader
}; // ComputeGaussian6HBlurShader
// ============================================================================
class ComputeShadowBlurHShader : public TextureShader<ComputeShadowBlurHShader, 1,
core::vector2df,
std::vector<float> >
{
public:
GLuint m_dest_tu;
ComputeShadowBlurHShader()
{
loadProgram(OBJECT, GL_COMPUTE_SHADER, "blurshadowH.comp");
m_dest_tu = 1;
assignUniforms("pixel", "weights");
assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
} // ComputeShadowBlurHShader
}; // ComputeShadowBlurHShader
#endif
// ============================================================================
class Gaussian6HBlurShader : public TextureShader<Gaussian6HBlurShader, 1,
core::vector2df, float>
{
public:
Gaussian6HBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian6h.frag");
assignUniforms("pixel", "sigma");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian6HBlurShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &fb, int width, int height, float sigma_h)
{
setTextureUnits(fb.getRTT()[0]);
drawFullScreenEffect(
core::vector2df(1.f / width,
1.f / height),
sigma_h);
} // renderq
}; // Gaussian6HBlurShader
// ============================================================================
class Gaussian17TapHShader : public TextureShader<Gaussian17TapHShader, 2,
core::vector2df>
{
public:
Gaussian17TapHShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "bilateralH.frag");
assignUniforms("pixel");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED,
1, "depth", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian17TapHShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &fb, const FrameBuffer &linear_depth,
int width, int height)
{
setTextureUnits(fb.getRTT()[0],
linear_depth.getRTT()[0] );
drawFullScreenEffect(core::vector2df(1.0f/width, 1.0f/height));
} // render
}; // Gaussian17TapHShader
// ============================================================================
class ComputeGaussian17TapHShader : public TextureShader<ComputeGaussian17TapHShader, 2,
core::vector2df>
{
public:
GLuint m_dest_tu;
ComputeGaussian17TapHShader()
{
#if !defined(USE_GLES2)
loadProgram(OBJECT, GL_COMPUTE_SHADER, "bilateralH.comp");
m_dest_tu = 2;
assignUniforms("pixel");
assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED,
1, "depth", ST_NEARED_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
#endif
} // ComputeGaussian17TapHShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &fb, const FrameBuffer &auxiliary,
const FrameBuffer &linear_depth,
int width, int height)
{
#if !defined(USE_GLES2)
use();
glBindSampler(m_dest_tu, 0);
setTextureUnits(fb.getRTT()[0],
linear_depth.getRTT()[0]);
glBindImageTexture(m_dest_tu, auxiliary.getRTT()[0], 0, false,
0, GL_WRITE_ONLY, GL_R16F);
setUniforms(core::vector2df(1.0f/width, 1.0f/height));
glDispatchCompute((int)width / 8 + 1, (int)height / 8 + 1, 1);
#endif
} // render
}; // ComputeGaussian17TapHShader
// ============================================================================
class Gaussian17TapVShader : public TextureShader<Gaussian17TapVShader, 2,
core::vector2df>
{
public:
Gaussian17TapVShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "bilateralV.frag");
assignUniforms("pixel");
assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED,
1, "depth", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian17TapVShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &auxiliary, const FrameBuffer &linear_depth,
int width, int height)
{
setTextureUnits(auxiliary.getRTT()[0],
linear_depth.getRTT()[0]);
drawFullScreenEffect(core::vector2df(1.0f/width, 1.0f/height));
} // render
}; // Gaussian17TapVShader
// ============================================================================
class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
core::vector2df>
{
public:
GLuint m_dest_tu;
ComputeGaussian17TapVShader()
{
#if !defined(USE_GLES2)
loadProgram(OBJECT, GL_COMPUTE_SHADER, "bilateralV.comp");
m_dest_tu = 2;
assignUniforms("pixel");
assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED,
1, "depth", ST_NEARED_CLAMPED_FILTERED);
assignTextureUnit(m_dest_tu, "dest");
#endif
} // ComputeGaussian17TapVShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
const FrameBuffer &linear_depth,
int width, int height)
{
#if !defined(USE_GLES2)
use();
glBindSampler(m_dest_tu, 0);
setTextureUnits(auxiliary.getRTT()[0],
linear_depth.getRTT()[0]);
glBindImageTexture(m_dest_tu, fb.getRTT()[0], 0, false, 0,
GL_WRITE_ONLY, GL_R16F);
setUniforms(core::vector2df(1.0f/width, 1.0f/height));
glDispatchCompute((int)fb.getWidth() / 8 + 1,
(int)fb.getHeight() / 8 + 1, 1);
#endif
} // render
}; // ComputeGaussian17TapVShader
// ============================================================================
class BloomShader : public TextureShader<BloomShader, 1, float>
{
public:
BloomShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "bloom.frag");
assignUniforms("scale");
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
} // BloomShader
// ------------------------------------------------------------------------
void render(GLuint in)
{
BloomShader::getInstance()->setTextureUnits(in);
drawFullScreenEffect(UserConfigParams::m_scale_rtts_factor);
} // render
}; // BloomShader
// ============================================================================
class BloomBlendShader : public TextureShader<BloomBlendShader, 4>
{
private:
video::ITexture* m_lens_dust_tex;
public:
BloomBlendShader()
{
m_lens_dust_tex =
irr_driver->getTexture(FileManager::TEXTURE, "gfx_lensDust_a.png");
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "bloomblend.frag");
assignUniforms();
assignSamplerNames(0, "tex_128", ST_BILINEAR_FILTERED,
1, "tex_256", ST_BILINEAR_FILTERED,
2, "tex_512", ST_BILINEAR_FILTERED,
3, "tex_dust", ST_BILINEAR_FILTERED);
} // BloomBlendShader
// ------------------------------------------------------------------------
void render(GLuint render_target_bloom_128,
GLuint render_target_bloom_256,
GLuint render_target_bloom_512)
{
setTextureUnits(render_target_bloom_128,
render_target_bloom_256,
render_target_bloom_512,
m_lens_dust_tex->getOpenGLTextureName());
drawFullScreenEffect();
} // render
}; // BloomBlendShader
// ============================================================================
class LensBlendShader : public TextureShader<LensBlendShader, 3>
{
public:
LensBlendShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "lensblend.frag");
assignUniforms();
assignSamplerNames(0, "tex_128", ST_BILINEAR_FILTERED,
1, "tex_256", ST_BILINEAR_FILTERED,
2, "tex_512", ST_BILINEAR_FILTERED);
} // LensBlendShader
// ------------------------------------------------------------------------
void render(GLuint render_target_lens_128,
GLuint render_target_lens_256,
GLuint render_target_lens_512)
{
setTextureUnits(render_target_lens_128,
render_target_lens_256,
render_target_lens_512);
drawFullScreenEffect();
} // render
}; // LensBlendShader
// ============================================================================
class ToneMapShader : public TextureShader<ToneMapShader, 1, float>
{
public:
ToneMapShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "tonemap.frag");
assignUniforms("vignette_weight");
assignSamplerNames(0, "text", ST_NEAREST_FILTERED);
} // ToneMapShader
// ----------------------------------------------------------------------------
void render(const FrameBuffer &fbo, GLuint rtt, float vignette_weight)
{
fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
setTextureUnits(rtt);
drawFullScreenEffect(vignette_weight);
} // render
}; // ToneMapShader
// ============================================================================
class DepthOfFieldShader : public TextureShader<DepthOfFieldShader, 2>
{
public:
DepthOfFieldShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "dof.frag");
assignUniforms();
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
} // DepthOfFieldShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &framebuffer, GLuint color_texture, GLuint depth_stencil_texture)
{
framebuffer.bind();
setTextureUnits(color_texture, depth_stencil_texture);
drawFullScreenEffect();
} // render
}; // DepthOfFieldShader
// ============================================================================
class PassThroughShader : public TextureShader<PassThroughShader, 1, int, int>
{
public:
PassThroughShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "passthrough.frag");
assignUniforms("width", "height");
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
} // PassThroughShader
// ------------------------------------------------------------------------
void render(GLuint tex, unsigned width, unsigned height)
{
PassThroughShader::getInstance()->setTextureUnits(tex);
drawFullScreenEffect(width, height);
} // render
}; // PassThroughShader
// ============================================================================
class LayerPassThroughShader : public Shader<LayerPassThroughShader, int>
{
private:
GLuint m_tu_texture;
GLuint m_vao;
public:
LayerPassThroughShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "layertexturequad.frag");
m_tu_texture = 0;
assignUniforms("layer");
assignTextureUnit(m_tu_texture, "tex");
m_vao = createVAO();
} // LayerPassThroughShader
// ------------------------------------------------------------------------
void bindVertexArray()
{
glBindVertexArray(m_vao);
} // bindVertexArray
// ------------------------------------------------------------------------
void activateTexture()
{
glActiveTexture(GL_TEXTURE0 + m_tu_texture);
} // activateTexture
}; // LayerPassThroughShader
// ============================================================================
class LinearizeDepthShader : public TextureShader<LinearizeDepthShader, 1,
float, float>
{
public:
LinearizeDepthShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "linearizedepth.frag");
assignUniforms("zn", "zf");
assignSamplerNames(0, "texture", ST_BILINEAR_FILTERED);
} // LinearizeDepthShader
// ------------------------------------------------------------------------
void render(GLuint depth_stencil_texture)
{
setTextureUnits(depth_stencil_texture);
scene::ICameraSceneNode *c = irr_driver->getSceneManager()->getActiveCamera();
drawFullScreenEffect(c->getNearValue(), c->getFarValue() );
} // render
}; // LinearizeDepthShader
// ============================================================================
class GlowShader : public TextureShader < GlowShader, 1 >
{
private:
GLuint m_vao;
public:
GlowShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "glow.frag");
assignUniforms();
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
m_vao = createVAO();
} // GlowShader
// ------------------------------------------------------------------------
void render(unsigned tex)
{
use();
glBindVertexArray(m_vao);
setTextureUnits(tex);
setUniforms();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} // render
}; // GlowShader
// ============================================================================
class SSAOShader : public TextureShader<SSAOShader, 1, float, float, float>
{
public:
SSAOShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "ssao.frag");
assignUniforms("radius", "k", "sigma");
assignSamplerNames(0, "dtex", ST_SEMI_TRILINEAR);
} // SSAOShader
// ------------------------------------------------------------------------
void render(GLuint render_target_linear_depth)
{
setTextureUnits(render_target_linear_depth);
glGenerateMipmap(GL_TEXTURE_2D);
drawFullScreenEffect(irr_driver->getSSAORadius(),
irr_driver->getSSAOK(),
irr_driver->getSSAOSigma());
} // render
}; // SSAOShader
// ============================================================================
class MotionBlurShader : public TextureShader<MotionBlurShader, 2,
core::matrix4, core::vector2df,
float, float>
{
public:
MotionBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "motion_blur.frag");
assignUniforms("previous_viewproj", "center", "boost_amount",
"mask_radius");
assignSamplerNames(0, "color_buffer", ST_BILINEAR_CLAMPED_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
} // MotionBlurShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &fb, float boost_time, GLuint depth_stencil_texture)
{
setTextureUnits(fb.getRTT()[0], depth_stencil_texture);
Camera *cam = Camera::getActiveCamera();
// Todo : use a previousPVMatrix per cam, not global
drawFullScreenEffect(cam->getPreviousPVMatrix(),
core::vector2df(0.5, 0.5),
boost_time, // Todo : should be framerate dependent=
0.15f);
} // render
}; // MotionBlurShader
// ============================================================================
class GodFadeShader : public TextureShader<GodFadeShader, 1, video::SColorf>
{
public:
GodFadeShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "godfade.frag");
assignUniforms("col");
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
} // GodFadeShader
// ----------------------------------------------------------------------------
void render(GLuint tex, const SColor &col)
{
setTextureUnits(tex);
drawFullScreenEffect(col);
} // render
}; // GodFadeShader
// ============================================================================
class GodRayShader : public TextureShader<GodRayShader, 1, core::vector2df>
{
public:
GodRayShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "godray.frag");
assignUniforms("sunpos");
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
} // GodRayShader
// ----------------------------------------------------------------------------
void render(GLuint tex, const core::vector2df &sunpos)
{
setTextureUnits(tex);
drawFullScreenEffect(sunpos);
} // render
}; // GodRayShader
// ============================================================================
class MLAAColorEdgeDetectionSHader
: public TextureShader<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
{
public:
MLAAColorEdgeDetectionSHader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "mlaa_color1.frag");
assignUniforms("PIXEL_SIZE");
assignSamplerNames(0, "colorMapG", ST_NEAREST_FILTERED);
} // MLAAColorEdgeDetectionSHader
// ------------------------------------------------------------------------
void render(const core::vector2df &pixel_size, GLuint rtt_mlaa_colors)
{
use();
setTextureUnits(rtt_mlaa_colors);
drawFullScreenEffect(pixel_size);
} // render
}; // MLAAColorEdgeDetectionSHader
// ============================================================================
class MLAABlendWeightSHader : public TextureShader<MLAABlendWeightSHader,
2, core::vector2df>
{
public:
MLAABlendWeightSHader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "mlaa_blend2.frag");
assignUniforms("PIXEL_SIZE");
assignSamplerNames(0, "edgesMap", ST_BILINEAR_FILTERED,
1, "areaMap", ST_NEAREST_FILTERED);
} // MLAABlendWeightSHader
// ------------------------------------------------------------------------
void render(video::ITexture *area_map,
const core::vector2df &pixel_size,
GLuint rtt_mlaa_tmp)
{
use();
setTextureUnits(rtt_mlaa_tmp, area_map->getOpenGLTextureName());
drawFullScreenEffect(pixel_size);
} // render
}; // MLAABlendWeightSHader
// ============================================================================
class MLAAGatherSHader : public TextureShader<MLAAGatherSHader, 2,
core::vector2df>
{
public:
MLAAGatherSHader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "mlaa_neigh3.frag");
assignUniforms("PIXEL_SIZE");
assignSamplerNames(0, "blendMap", ST_NEAREST_FILTERED,
1, "colorMap", ST_NEAREST_FILTERED);
} // MLAAGatherSHader
// ------------------------------------------------------------------------
void render(const core::vector2df &pixel_size,
GLuint rtt_mlaa_blend,
GLuint rtt_mlaa_tmp)
{
use();
setTextureUnits(rtt_mlaa_blend,
rtt_mlaa_tmp);
drawFullScreenEffect(pixel_size);
} // render
}; // MLAAGatherSHader
// ============================================================================
class LightningShader : public TextureShader<LightningShader, 1,
core::vector3df>
{
public:
LightningShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "lightning.frag");
assignUniforms("intensity");
} // LightningShader
// ------------------------------------------------------------------------
void render(core::vector3df intensity)
{
drawFullScreenEffect(intensity);
} // render
}; // LightningShader
// ============================================================================
PostProcessing::PostProcessing()
{
// Load the MLAA area map
io::IReadFile *areamap = irr_driver->getDevice()->getFileSystem()->
createMemoryReadFile((void *) AreaMap33, sizeof(AreaMap33),
"AreaMap33", false);
video::IImage* img = irr_driver->getVideoDriver()->createImageFromFile(areamap);
m_areamap = new STKTexture(img, "AreaMap33");
if (m_areamap->getOpenGLTextureName() == 0)
{
Log::fatal("postprocessing", "Failed to load the areamap");
return;
}
STKTexManager::getInstance()->addTexture(m_areamap);
areamap->drop();
// For preloading shaders
MotionBlurShader::getInstance();
LightningShader::getInstance();
} // PostProcessing
// ----------------------------------------------------------------------------
/** Initialises post processing at the (re-)start of a race. This sets up
* the vertices, normals and texture coordinates for each
*/
void PostProcessing::reset()
{
m_boost_time.resize(Camera::getNumCameras());
for (unsigned int i = 0; i < Camera::getNumCameras(); i++)
{
m_boost_time[i] = 0.0f;
} // for i <number of cameras
} // reset
// ----------------------------------------------------------------------------
/** Set the boost amount according to the speed of the camera */
void PostProcessing::giveBoost(unsigned int camera_index)
{
if (CVS->isGLSL())
{
m_boost_time.at(camera_index) = 0.75f;
}
} // giveBoost
// ----------------------------------------------------------------------------
/** Updates the boost times for all cameras, called once per frame.
* \param dt Time step size.
*/
void PostProcessing::update(float dt)
{
if (!CVS->isGLSL())
return;
for (unsigned int i=0; i<m_boost_time.size(); i++)
{
if (m_boost_time[i] > 0.0f)
{
m_boost_time[i] -= dt;
if (m_boost_time[i] < 0.0f) m_boost_time[i] = 0.0f;
}
}
} // update
// ----------------------------------------------------------------------------
void PostProcessing::renderBloom(GLuint in)
{
BloomShader::getInstance()->render(in);
} // renderBloom
// ----------------------------------------------------------------------------
static std::vector<float> getGaussianWeight(float sigma, size_t count)
{
float g0, g1, g2, total;
std::vector<float> weights;
g0 = 1.f / (sqrtf(2.f * 3.14f) * sigma);
g1 = exp(-.5f / (sigma * sigma));
g2 = g1 * g1;
total = g0;
for (unsigned i = 0; i < count; i++)
{
weights.push_back(g0);
g0 *= g1;
g1 *= g2;
total += 2 * g0;
}
for (float &weight : weights)
weight /= total;
return weights;
} // getGaussianWeight
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary) const
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth();
float inv_height = 1.0f / in_fbo.getHeight();
auxiliary.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian3VBlurShader::getInstance()->render(in_fbo, inv_width,
inv_height);
in_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian3HBlurShader::getInstance()->render(auxiliary, inv_width,
inv_height);
} // renderGaussian3Blur
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary, float sigma_v,
float sigma_h) const
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth();
float inv_height = 1.0f / in_fbo.getHeight();
if (!CVS->supportsComputeShadersFiltering())
{
auxiliary.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian6VBlurShader::getInstance()
->render(in_fbo.getRTT()[0], in_fbo.getWidth(), in_fbo.getHeight(),
sigma_v);
in_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian6HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
Gaussian6HBlurShader::getInstance()->render(auxiliary, in_fbo.getWidth(),
in_fbo.getHeight(), sigma_h);
}
#if !defined(USE_GLES2)
else
{
const std::vector<float> &weightsV = getGaussianWeight(sigma_v, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
ComputeGaussian6VBlurShader::getInstance()->use();
ComputeGaussian6VBlurShader::getInstance()
->setTextureUnits(in_fbo.getRTT()[0]);
glBindSampler(ComputeGaussian6VBlurShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeGaussian6VBlurShader::getInstance()->m_dest_tu,
auxiliary.getRTT()[0], 0, false, 0,
GL_WRITE_ONLY, GL_RGBA16F);
ComputeGaussian6VBlurShader::getInstance()
->setUniforms(core::vector2df(inv_width, inv_height), weightsV);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1,
(int)in_fbo.getHeight() / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigma_h, 7);
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
ComputeGaussian6HBlurShader::getInstance()->use();
ComputeGaussian6HBlurShader::getInstance()
->setTextureUnits(auxiliary.getRTT()[0]);
glBindSampler(ComputeGaussian6HBlurShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeGaussian6HBlurShader::getInstance()->m_dest_tu,
in_fbo.getRTT()[0], 0, false, 0,
GL_WRITE_ONLY, GL_RGBA16F);
ComputeGaussian6HBlurShader::getInstance()
->setUniforms(core::vector2df(inv_width, inv_height), weightsH);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1,
(int)in_fbo.getHeight() / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
#endif
} // renderGaussian6Blur
// ----------------------------------------------------------------------------
void PostProcessing::renderHorizontalBlur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary) const
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
auxiliary.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian6HBlurShader::getInstance()->render(in_fbo, in_fbo.getWidth(),
in_fbo.getHeight(), 2.0f );
in_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
Gaussian6HBlurShader::getInstance()->render(auxiliary, in_fbo.getWidth(),
in_fbo.getHeight(), 2.0f);
} // renderHorizontalBlur
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian17TapBlur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary,
const FrameBuffer &linear_depth) const
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
#if !defined(USE_GLES2)
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
#endif
{
if (!CVS->supportsComputeShadersFiltering())
{
auxiliary.bind();
Gaussian17TapHShader::getInstance()->render(in_fbo,
linear_depth,
in_fbo.getWidth(),
in_fbo.getHeight());
}
else
{
ComputeGaussian17TapHShader::getInstance()->render(in_fbo,
auxiliary,
linear_depth,
in_fbo.getWidth(),
in_fbo.getHeight());
}
}
#if !defined(USE_GLES2)
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
#endif
{
if (!CVS->supportsComputeShadersFiltering())
{
in_fbo.bind();
Gaussian17TapVShader::getInstance()->render(auxiliary,
linear_depth,
in_fbo.getWidth(),
in_fbo.getHeight());
}
else
{
ComputeGaussian17TapVShader::getInstance()->render(auxiliary,
in_fbo,
linear_depth,
in_fbo.getWidth(),
in_fbo.getHeight());
}
}
#if !defined(USE_GLES2)
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
#endif
} // renderGaussian17TapBlur
// ----------------------------------------------------------------------------
void PostProcessing::renderPassThrough(GLuint tex, unsigned width,
unsigned height) const
{
PassThroughShader::getInstance()->render(tex, width, height);
} // renderPassThrough
// ----------------------------------------------------------------------------
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer) const
{
LayerPassThroughShader::getInstance()->use();
LayerPassThroughShader::getInstance()->bindVertexArray();
LayerPassThroughShader::getInstance()->activateTexture();
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
LayerPassThroughShader::getInstance()->setUniforms(layer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} // renderTextureLayer
// ----------------------------------------------------------------------------
void PostProcessing::renderGlow(const FrameBuffer& quarter_framebuffer) const
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, ~0);
glEnable(GL_STENCIL_TEST);
GlowShader::getInstance()->render(quarter_framebuffer.getRTT()[0]);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
} // renderGlow
// ----------------------------------------------------------------------------
void PostProcessing::renderSSAO(const FrameBuffer& linear_depth_framebuffer,
const FrameBuffer& ssao_framebuffer,
GLuint depth_stencil_texture)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
// Generate linear depth buffer
linear_depth_framebuffer.bind();
LinearizeDepthShader::getInstance()->render(depth_stencil_texture);
ssao_framebuffer.bind();
SSAOShader::getInstance()->render(linear_depth_framebuffer.getRTT()[0]);
} // renderSSAO
// ----------------------------------------------------------------------------
void PostProcessing::renderMotionBlur(const FrameBuffer &in_fbo,
FrameBuffer &out_fbo,
GLuint depth_stencil_texture)
{
Camera *cam = Camera::getActiveCamera();
out_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
float boost_time = m_boost_time.at(cam->getIndex()) * 10.0f;
MotionBlurShader::getInstance()->render(in_fbo, boost_time, depth_stencil_texture);
} // renderMotionBlur
// ----------------------------------------------------------------------------
void PostProcessing::renderDoF(const FrameBuffer &framebuffer, GLuint color_texture, GLuint depth_stencil_texture)
{
DepthOfFieldShader::getInstance()->render(framebuffer, color_texture, depth_stencil_texture);
} // renderDoF
// ----------------------------------------------------------------------------
void PostProcessing::renderGodRays(scene::ICameraSceneNode * const camnode,
const FrameBuffer &in_fbo,
const FrameBuffer &tmp_fbo,
const FrameBuffer &quarter1_fbo,
const FrameBuffer &quarter2_fbo)
{
Track* track = Track::getCurrentTrack();
glEnable(GL_DEPTH_TEST);
// Grab the sky
tmp_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
// Set the sun's color
const SColor col = track->getGodRaysColor();
// The sun interposer
SP::SPDynamicDrawCall* sun = irr_driver->getSunInterposer();
// This will only do thing when you update the sun position
sun->uploadInstanceData();
SP::SPShader* glow_shader = SP::getGlowShader();
glow_shader->use();
SP::SPUniformAssigner* glow_color_assigner = glow_shader
->getUniformAssigner("col");
assert(glow_color_assigner != NULL);
video::SColorf cf(track->getGodRaysColor());
glow_color_assigner->setValue(core::vector3df(cf.r, cf.g, cf.b));
sun->draw();
glow_shader->unuse();
glDisable(GL_DEPTH_TEST);
// Fade to quarter
quarter1_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
GodFadeShader::getInstance()->render(tmp_fbo.getRTT()[0], col);
// Blur
renderGaussian3Blur(quarter1_fbo, quarter2_fbo);
// Calculate the sun's position in texcoords
const core::vector3df pos = track->getGodRaysPosition();
float ndc[4];
core::matrix4 trans = camnode->getProjectionMatrix();
trans *= camnode->getViewMatrix();
trans.transformVect(ndc, pos);
const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f);
const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f);
// Rays please
quarter2_fbo.bind();
glClear(GL_COLOR_BUFFER_BIT);
GodRayShader::getInstance()
->render(quarter1_fbo.getRTT()[0], core::vector2df(sunx, suny));
// Blur
renderGaussian3Blur(quarter2_fbo, quarter1_fbo);
// Blend
glEnable(GL_BLEND);
glBlendColor(0., 0., 0., track->getGodRaysOpacity());
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
in_fbo.bind();
renderPassThrough(quarter2_fbo.getRTT()[0], in_fbo.getWidth(), in_fbo.getHeight());
glDisable(GL_BLEND);
}
// ----------------------------------------------------------------------------
void PostProcessing::applyMLAA(const FrameBuffer& mlaa_tmp_framebuffer,
const FrameBuffer& mlaa_blend_framebuffer,
const FrameBuffer& mlaa_colors_framebuffer)
{
const core::vector2df &PIXEL_SIZE =
core::vector2df(1.0f / UserConfigParams::m_width,
1.0f / UserConfigParams::m_height);
mlaa_tmp_framebuffer.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Pass 1: color edge detection
MLAAColorEdgeDetectionSHader::getInstance()->render(PIXEL_SIZE, mlaa_colors_framebuffer.getRTT()[0]);
// Pass 2: blend weights
mlaa_blend_framebuffer.bind();
glClear(GL_COLOR_BUFFER_BIT);
MLAABlendWeightSHader::getInstance()->render(m_areamap, PIXEL_SIZE, mlaa_tmp_framebuffer.getRTT()[0]);
// Blit in to tmp1
FrameBuffer::blit(mlaa_colors_framebuffer,
mlaa_tmp_framebuffer);
// Pass 3: gather
mlaa_colors_framebuffer.bind();
MLAAGatherSHader::getInstance()
->render(PIXEL_SIZE, mlaa_blend_framebuffer.getRTT()[0], mlaa_tmp_framebuffer.getRTT()[0]);
} // applyMLAA
// ----------------------------------------------------------------------------
void PostProcessing::renderLightning(core::vector3df intensity)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
LightningShader::getInstance()->render(intensity);
glDisable(GL_BLEND);
}
// ----------------------------------------------------------------------------
/** Render the post-processed scene */
FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
bool isRace,
RTT *rtts)
{
FrameBuffer *in_fbo = &rtts->getFBO(FBO_COLORS);
FrameBuffer *out_fbo = &rtts->getFBO(FBO_TMP1_WITH_DS);
// Each effect uses these as named, and sets them up for the next effect.
// This allows chaining effects where some may be disabled.
// As the original color shouldn't be touched, the first effect
// can't be disabled.
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
Physics *physics = Physics::get();
if (isRace && UserConfigParams::m_dof && (physics == NULL || !physics->isDebug()))
{
PROFILER_PUSH_CPU_MARKER("- DoF", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_DOF));
renderDoF(*out_fbo, in_fbo->getRTT()[0], rtts->getDepthStencilTexture());
std::swap(in_fbo, out_fbo);
PROFILER_POP_CPU_MARKER();
}
bool hasgodrays = false;
const Track * const track = Track::getCurrentTrack();
if (track)
hasgodrays = track->hasGodRays();
if (isRace && UserConfigParams::m_light_shaft && hasgodrays)
{
PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GODRAYS));
renderGodRays(camnode, *in_fbo, rtts->getFBO(FBO_RGBA_1),
rtts->getFBO(FBO_QUARTER1), rtts->getFBO(FBO_QUARTER2));
PROFILER_POP_CPU_MARKER();
}
// Simulate camera defects from there
{
PROFILER_PUSH_CPU_MARKER("- Bloom", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_BLOOM));
if (isRace && UserConfigParams::m_bloom && (physics == NULL || !physics->isDebug()))
{
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
FrameBuffer::blit(*in_fbo, rtts->getFBO(FBO_BLOOM_1024),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
rtts->getFBO(FBO_BLOOM_512).bind();
renderBloom(rtts->getRenderTarget(RTT_BLOOM_1024));
// Downsample
FrameBuffer::blit(rtts->getFBO(FBO_BLOOM_512),
rtts->getFBO(FBO_BLOOM_256),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::blit(rtts->getFBO(FBO_BLOOM_256),
rtts->getFBO(FBO_BLOOM_128),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Copy for lens flare
FrameBuffer::blit(rtts->getFBO(FBO_BLOOM_512),
rtts->getFBO(FBO_LENS_512),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::blit(rtts->getFBO(FBO_BLOOM_256),
rtts->getFBO(FBO_LENS_256),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::blit(rtts->getFBO(FBO_BLOOM_128),
rtts->getFBO(FBO_LENS_128),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Blur
renderGaussian6Blur(rtts->getFBO(FBO_BLOOM_512),
rtts->getFBO(FBO_TMP_512), 1., 1.);
renderGaussian6Blur(rtts->getFBO(FBO_BLOOM_256),
rtts->getFBO(FBO_TMP_256), 1., 1.);
renderGaussian6Blur(rtts->getFBO(FBO_BLOOM_128),
rtts->getFBO(FBO_TMP_128), 1., 1.);
renderHorizontalBlur(rtts->getFBO(FBO_LENS_512),
rtts->getFBO(FBO_TMP_512));
renderHorizontalBlur(rtts->getFBO(FBO_LENS_256),
rtts->getFBO(FBO_TMP_256));
renderHorizontalBlur(rtts->getFBO(FBO_LENS_128),
rtts->getFBO(FBO_TMP_128));
// Additively blend on top of tmp1
in_fbo->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
BloomBlendShader::getInstance()
->render(rtts->getRenderTarget(RTT_BLOOM_128),
rtts->getRenderTarget(RTT_BLOOM_256),
rtts->getRenderTarget(RTT_BLOOM_512));
LensBlendShader::getInstance()
->render(rtts->getRenderTarget(RTT_LENS_128),
rtts->getRenderTarget(RTT_LENS_256),
rtts->getRenderTarget(RTT_LENS_512));
glDisable(GL_BLEND);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} // end if bloom
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Tonemap", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TONEMAP));
// only enable vignette during race
out_fbo = &rtts->getFBO(FBO_RGBA_1);
ToneMapShader::getInstance()->render(*out_fbo, in_fbo->getRTT()[0],
isRace ? 1.0f : 0.0f);
in_fbo = &rtts->getFBO(FBO_RGBA_2);
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MOTIONBLUR));
if (isRace && UserConfigParams::m_motionblur && World::getWorld() &&
m_boost_time.at(Camera::getActiveCamera()->getIndex()) > 0.0f) // motion blur
{
in_fbo = &rtts->getFBO(FBO_RGBA_1);
out_fbo = &rtts->getFBO(FBO_RGBA_2);
renderMotionBlur(*in_fbo, *out_fbo, irr_driver->getDepthStencilTexture());
}
PROFILER_POP_CPU_MARKER();
}
// Handle lightning rendering
{
PROFILER_PUSH_CPU_MARKER("- Lightning", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_LIGHTNING));
Weather* weather = Weather::getInstance();
if (weather && weather->shouldLightning())
{
renderLightning(weather->getIntensity());
}
PROFILER_POP_CPU_MARKER();
}
if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
{
PROFILER_PUSH_CPU_MARKER("- MLAA", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MLAA));
applyMLAA(*in_fbo,
rtts->getFBO(FBO_RGBA_3),
*out_fbo);
PROFILER_POP_CPU_MARKER();
}
return out_fbo;
} // render
#endif // !SERVER_ONLY