/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see .
*/
#include
#include
#include
#include "GLCameraBlurFilter.h"
#include "GLProfiler.h"
#include "GLProgram.h"
#include "GLProgramAttribute.h"
#include "GLProgramUniform.h"
#include "GLQuadRenderer.h"
#include "GLRenderer.h"
#include "IGLDevice.h"
namespace spades {
namespace draw {
GLCameraBlurFilter::GLCameraBlurFilter(GLRenderer *renderer) : renderer(renderer) {
prevMatrix = Matrix4::Identity();
program = renderer->RegisterProgram("Shaders/PostFilters/CameraBlur.program");
}
#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, float intensity,
float radialBlur) {
SPADES_MARK_FUNCTION();
if (radialBlur > 0.f)
radialBlur = 1.f - radialBlur;
else
radialBlur = 1.f;
bool hasRadialBlur = radialBlur < .9999f;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
dev->Enable(IGLDevice::Blend, false);
static GLProgramAttribute programPosition("positionAttribute");
static GLProgramUniform programTexture("mainTexture");
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();
Vector3 axes[] = {def.viewAxis[0], def.viewAxis[1], def.viewAxis[2]};
axes[0] /= std::tan(def.fovX * 0.5f);
axes[1] /= std::tan(def.fovY * 0.5f);
newMatrix.m[0] = axes[0].x;
newMatrix.m[1] = axes[1].x;
newMatrix.m[2] = axes[2].x;
newMatrix.m[4] = axes[0].y;
newMatrix.m[5] = axes[1].y;
newMatrix.m[6] = axes[2].y;
newMatrix.m[8] = axes[0].z;
newMatrix.m[9] = axes[1].z;
newMatrix.m[10] = axes[2].z;
Matrix4 inverseNewMatrix = newMatrix.Inversed();
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
if (hasRadialBlur) {
diffMatrix = Matrix4::Identity();
} else {
// skip blur
return input;
}
}
float movePixels = MyACos(diffMatrix.m[0]);
float shutterTimeScale = intensity;
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 *= shutterTimeScale;
movePixels = std::max(movePixels, (1.f - radialBlur) * dev->ScreenWidth() * 0.5f);
if (movePixels < 1.f) {
// too less change, skip camera blur
return input;
}
int levels = (int)ceilf(logf(movePixels) / logf(5.f));
if (levels <= 0)
levels = 1;
if (hasRadialBlur)
radialBlur *= radialBlur;
reverseMatrix = Matrix4::Scale(radialBlur, radialBlur, 1.f) * reverseMatrix;
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;
}
}
}