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c039d08c03
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it. It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file. Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
32 lines
884 B
C++
32 lines
884 B
C++
#pragma once
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#include "FBO.h"
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#include "New3D/GLSLShader.h"
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// This class just implements super sampling. Super sampling looks fantastic but is quite expensive.
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// 8x and beyond values can start to eat ridiculous amounts of memory / gpu time, for less and less noticable returns
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// 4x works and looks great
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// values such as 3 are also possible, that works out 9 samples per pixel
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// The algorithm is super simple, just add up all samples and divide by the number
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class SuperAA
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{
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public:
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SuperAA(int aaValue);
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~SuperAA();
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void Init(int width, int height); // width & height are real window dimensions
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void Draw(); // this is a no-op if AA is 1, since we'll be drawing straight on the back buffer anyway
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GLuint GetTargetID();
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private:
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FBO m_fbo;
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GLSLShader m_shader;
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const int m_aa;
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GLuint m_vao;
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int m_width;
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int m_height;
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};
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