openspades/Sources/Draw/GLCameraBlurFilter.cpp

153 lines
4.3 KiB
C++
Raw Normal View History

2013-08-18 16:18:06 +09:00
//
// GLCameraBlurFilter.cpp
// OpenSpades
//
// Created by yvt on 7/22/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#include "GLCameraBlurFilter.h"
#include "IGLDevice.h"
#include "../Core/Math.h"
#include <vector>
#include "GLQuadRenderer.h"
#include "GLProgram.h"
#include "GLProgramAttribute.h"
#include "GLProgramUniform.h"
#include "GLRenderer.h"
#include "../Core/Debug.h"
namespace spades {
namespace draw {
GLCameraBlurFilter::GLCameraBlurFilter(GLRenderer *renderer):
renderer(renderer){
prevMatrix = Matrix4::Identity();
}
#define M(r,c) (d.m[(r)+(c)*4])
static Matrix4 ReverseMatrix(Matrix4 d){
return Matrix4(M(1,2)*M(2,1)-M(1,1)*M(2,2),
M(1,0)*M(2,2)-M(1,2)*M(2,0),
M(1,1)*M(2,0)-M(1,0)*M(2,1),
0,
M(0,1)*M(2,2)-M(0,2)*M(2,1),
M(0,2)*M(2,0)-M(0,0)*M(2,2),
M(0,0)*M(2,1)-M(0,1)*M(2,0),
0,
0, 0, 0, 0,
M(0,2)*M(1,1)-M(0,1)*M(1,2),
M(0,0)*M(1,2)-M(0,2)*M(1,0),
M(0,1)*M(1,0)-M(0,0)*M(1,1),
1);
}
static float MyACos(float v){
if(v >= 1.f)
return 0.f;
else
return acosf(v);
}
GLColorBuffer GLCameraBlurFilter::Filter(GLColorBuffer input) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
dev->Enable(IGLDevice::Blend, false);
GLProgram *program = renderer->RegisterProgram("Shaders/PostFilters/CameraBlur.program");
static GLProgramAttribute programPosition("positionAttribute");
static GLProgramUniform programTexture("texture");
static GLProgramUniform programDepthTexture("depthTexture");
static GLProgramUniform programReverseMatrix("reverseMatrix");
static GLProgramUniform programShutterTimeScale("shutterTimeScale");
programPosition(program);
programTexture(program);
programDepthTexture(program);
programReverseMatrix(program);
programShutterTimeScale(program);
const client::SceneDefinition& def = renderer->GetSceneDef();
Matrix4 newMatrix = Matrix4::Identity();
newMatrix.m[0] = def.viewAxis[0].x;
newMatrix.m[1] = def.viewAxis[1].x;
newMatrix.m[2] = def.viewAxis[2].x;
newMatrix.m[4] = def.viewAxis[0].y;
newMatrix.m[5] = def.viewAxis[1].y;
newMatrix.m[6] = def.viewAxis[2].y;
newMatrix.m[8] = def.viewAxis[0].z;
newMatrix.m[9] = def.viewAxis[1].z;
newMatrix.m[10] = def.viewAxis[2].z;
// othrogonal matrix can be reversed fast
Matrix4 inverseNewMatrix = newMatrix.Transposed();
Matrix4 diffMatrix = prevMatrix * inverseNewMatrix;
prevMatrix = newMatrix;
Matrix4 reverseMatrix = ReverseMatrix(diffMatrix);
if(diffMatrix.m[0] < .3f ||
diffMatrix.m[5] < .3f ||
diffMatrix.m[10] < .3f){
// too much change, skip camera blur
return input;
}
float movePixels = MyACos(diffMatrix.m[0]);
movePixels = std::max(movePixels, MyACos(diffMatrix.m[5]));
movePixels = std::max(movePixels, MyACos(diffMatrix.m[10]));
movePixels = tanf(movePixels) / tanf(def.fovX * .5f);
movePixels *= (float)dev->ScreenWidth() * .5f;
movePixels *= .3f;
if(movePixels < 1.f){
// too less change, skip camera blur
return input;
}
movePixels /= 3.f;
int levels = (int)ceilf(logf(movePixels) / logf(5.f));
if(levels <= 0)
levels = 1;
float shutterTimeScale = .3f;
program->Use();
programTexture.SetValue(0);
programDepthTexture.SetValue(1);
programReverseMatrix.SetValue(reverseMatrix);
// composite to the final image
GLColorBuffer buf = input;
qr.SetCoordAttributeIndex(programPosition());
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
dev->ActiveTexture(0);
for(int i = 0; i < levels; i++){
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
programShutterTimeScale.SetValue(shutterTimeScale);
dev->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
shutterTimeScale /= 5.f;
buf = output;
}
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, 0);
dev->ActiveTexture(0);
return buf;
}
}
}