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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
This commit is contained in:
grorp 2024-11-18 14:06:48 +01:00 committed by GitHub
parent a8ea165042
commit 9b6a399011
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GPG key ID: B5690EEEBB952194
23 changed files with 290 additions and 42 deletions

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@ -117,7 +117,7 @@ public:
* @param name unique name of the texture
* @param format color format
*/
void setTexture(u8 index, core::dimension2du size, const std::string& name, video::ECOLOR_FORMAT format, bool clear = false);
void setTexture(u8 index, core::dimension2du size, const std::string& name, video::ECOLOR_FORMAT format, bool clear = false, u8 msaa = 0);
/**
* Configure relative-size texture for the specific index
@ -127,7 +127,7 @@ public:
* @param name unique name of the texture
* @param format color format
*/
void setTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format, bool clear = false);
void setTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format, bool clear = false, u8 msaa = 0);
virtual u8 getTextureCount() override { return m_textures.size(); }
virtual video::ITexture *getTexture(u8 index) override;
@ -146,6 +146,7 @@ private:
core::dimension2du size;
std::string name;
video::ECOLOR_FORMAT format;
u8 msaa;
};
/**
@ -174,6 +175,9 @@ public:
TextureBufferOutput(TextureBuffer *buffer, const std::vector<u8> &texture_map, u8 depth_stencil);
virtual ~TextureBufferOutput() override;
void activate(PipelineContext &context) override;
video::IRenderTarget *getIrrRenderTarget(PipelineContext &context);
private:
static const u8 NO_DEPTH_TEXTURE = 255;