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Implement support for FSAA in combination with post-processing (#15392)

- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
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grorp 2024-11-18 14:06:48 +01:00 committed by GitHub
parent a8ea165042
commit 9b6a399011
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23 changed files with 290 additions and 42 deletions

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@ -74,6 +74,8 @@ public:
IRenderTarget *addRenderTarget() override;
void blitRenderTarget(IRenderTarget *from, IRenderTarget *to) override;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void *vertices, u32 vertexCount,
const void *indexList, u32 primitiveCount,
@ -209,6 +211,9 @@ public:
virtual ITexture *addRenderTargetTexture(const core::dimension2d<u32> &size,
const io::path &name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;
virtual ITexture *addRenderTargetTextureMs(const core::dimension2d<u32> &size, u8 msaa,
const io::path &name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;
//! Creates a render target texture for a cubemap
ITexture *addRenderTargetTextureCubemap(const irr::u32 sideLen,
const io::path &name, const ECOLOR_FORMAT format) override;