/*******************************************************************************
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.bitfire.postprocessing.filters;
import com.badlogic.gdx.math.Vector2;
import com.bitfire.utils.ShaderLoader;
/** Normal filtered anti-aliasing filter.
* @author Toni Sagrista */
public final class NfaaFilter extends Filter<NfaaFilter> {
private Vector2 viewportInverse;
public enum Param implements Parameter {
// @formatter:off
Texture("u_texture0", 0), ViewportInverse("u_viewportInverse", 2);
// @formatter:on
private String mnemonic;
private int elementSize;
private Param (String mnemonic, int arrayElementSize) {
this.mnemonic = mnemonic;
this.elementSize = arrayElementSize;
}
@Override
public String mnemonic () {
return this.mnemonic;
}
@Override
public int arrayElementSize () {
return this.elementSize;
}
}
public NfaaFilter (int viewportWidth, int viewportHeight) {
this(new Vector2(viewportWidth, viewportHeight));
}
public NfaaFilter (Vector2 viewportSize) {
super(ShaderLoader.fromFile("screenspace", "nfaa"));
this.viewportInverse = viewportSize;
this.viewportInverse.x = 1f / this.viewportInverse.x;
this.viewportInverse.y = 1f / this.viewportInverse.y;
rebind();
}
public void setViewportSize (float width, float height) {
this.viewportInverse.set(1f / width, 1f / height);
setParam(Param.ViewportInverse, this.viewportInverse);
}
public Vector2 getViewportSize () {
return viewportInverse;
}
@Override
public void rebind () {
// Re-implement super to batch every parameter
setParams(Param.Texture, u_texture0);
setParams(Param.ViewportInverse, viewportInverse);
endParams();
}
@Override
protected void onBeforeRender () {
inputTexture.bind(u_texture0);
}
}