/* 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 "GLSoftSpriteRenderer.h" #include #include "GLFramebufferManager.h" #include "GLImage.h" #include "GLProfiler.h" #include "GLProgram.h" #include "GLQuadRenderer.h" #include "GLRenderer.h" #include "IGLDevice.h" #include "SWFeatureLevel.h" // for fastRcp namespace spades { namespace draw { GLSoftSpriteRenderer::GLSoftSpriteRenderer(GLRenderer *renderer) : renderer(renderer), device(renderer->GetGLDevice()), settings(renderer->GetSettings()), projectionViewMatrix("projectionViewMatrix"), rightVector("rightVector"), upVector("upVector"), positionAttribute("positionAttribute"), spritePosAttribute("spritePosAttribute"), colorAttribute("colorAttribute"), texture("mainTexture"), viewMatrix("viewMatrix"), fogDistance("fogDistance"), fogColor("fogColor"), depthTexture("depthTexture"), zNearFar("zNearFar"), frontVector("frontVector"), viewOriginVector("viewOriginVector") { SPADES_MARK_FUNCTION(); program = renderer->RegisterProgram("Shaders/SoftSprite.program"); } GLSoftSpriteRenderer::~GLSoftSpriteRenderer() { SPADES_MARK_FUNCTION(); } void GLSoftSpriteRenderer::Add(spades::draw::GLImage *img, spades::Vector3 center, float rad, float ang, Vector4 color) { SPADES_MARK_FUNCTION_DEBUG(); const client::SceneDefinition &def = renderer->GetSceneDef(); Sprite spr; spr.image = img; spr.center = center; spr.radius = rad; spr.angle = ang; if (settings.r_hdr) { // linearize color if (color.x > color.w || color.y > color.w || color.z > color.w) { // emissive material color.x *= color.x; color.y *= color.y; color.z *= color.z; } else { // scattering/absorptive material float rcp = fastRcp(color.w + .01); color.x *= color.x * rcp; color.y *= color.y * rcp; color.z *= color.z * rcp; } } spr.color = color; spr.area = rad * rad * 4.f / std::max(Vector3::Dot(center - def.viewOrigin, def.viewAxis[2]), 0.01f); sprites.push_back(spr); } void GLSoftSpriteRenderer::Clear() { SPADES_MARK_FUNCTION(); sprites.clear(); } float GLSoftSpriteRenderer::LayerForSprite(const Sprite &spr) { float v = (spr.area - thresLow) / thresRange; if (v < 0.f) v = 0.f; if (v > 1.f) v = 1.f; return v; } void GLSoftSpriteRenderer::Render() { SPADES_MARK_FUNCTION(); lastImage = NULL; program->Use(); device->Enable(IGLDevice::Blend, true); device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); projectionViewMatrix(program); rightVector(program); frontVector(program); viewOriginVector(program); upVector(program); texture(program); depthTexture(program); viewMatrix(program); fogDistance(program); fogColor(program); zNearFar(program); positionAttribute(program); spritePosAttribute(program); colorAttribute(program); projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix()); viewMatrix.SetValue(renderer->GetViewMatrix()); fogDistance.SetValue(renderer->GetFogDistance()); Vector3 fogCol = renderer->GetFogColor(); fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z); const client::SceneDefinition &def = renderer->GetSceneDef(); rightVector.SetValue(def.viewAxis[0].x, def.viewAxis[0].y, def.viewAxis[0].z); upVector.SetValue(def.viewAxis[1].x, def.viewAxis[1].y, def.viewAxis[1].z); frontVector.SetValue(def.viewAxis[2].x, def.viewAxis[2].y, def.viewAxis[2].z); viewOriginVector.SetValue(def.viewOrigin.x, def.viewOrigin.y, def.viewOrigin.z); texture.SetValue(0); depthTexture.SetValue(1); zNearFar.SetValue(def.zNear, def.zFar); device->ActiveTexture(1); device->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture()); device->ActiveTexture(0); device->EnableVertexAttribArray(positionAttribute(), true); device->EnableVertexAttribArray(spritePosAttribute(), true); device->EnableVertexAttribArray(colorAttribute(), true); thresLow = tanf(def.fovX * .5f) * tanf(def.fovY * .5f) * 1.8f; thresRange = thresLow * .5f; // full-resolution sprites { GLProfiler measure(device, "Full Resolution"); for (size_t i = 0; i < sprites.size(); i++) { Sprite &spr = sprites[i]; float layer = LayerForSprite(spr); if (layer == 1.f) continue; if (spr.image != lastImage) { Flush(); lastImage = spr.image; SPAssert(vertices.empty()); } Vertex v; v.x = spr.center.x; v.y = spr.center.y; v.z = spr.center.z; v.radius = spr.radius; v.angle = spr.angle; v.r = spr.color.x; v.g = spr.color.y; v.b = spr.color.z; v.a = spr.color.w; float fade = 1.f - layer; v.r *= fade; v.g *= fade; v.b *= fade; v.a *= fade; uint32_t idx = (uint32_t)vertices.size(); v.sx = -1; v.sy = -1; vertices.push_back(v); v.sx = 1; v.sy = -1; vertices.push_back(v); v.sx = -1; v.sy = 1; vertices.push_back(v); v.sx = 1; v.sy = 1; vertices.push_back(v); indices.push_back(idx); indices.push_back(idx + 1); indices.push_back(idx + 2); indices.push_back(idx + 1); indices.push_back(idx + 3); indices.push_back(idx + 2); } Flush(); } // low-res sprites IGLDevice::UInteger lastFb = device->GetInteger(IGLDevice::FramebufferBinding); int sW = device->ScreenWidth(), sH = device->ScreenHeight(); int lW = (sW + 3) / 4, lH = (sH + 3) / 4; int numLowResSprites = 0; GLColorBuffer buf = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindFramebuffer(IGLDevice::Framebuffer, buf.GetFramebuffer()); device->ClearColor(0.f, 0.f, 0.f, 0.f); device->Clear(IGLDevice::ColorBufferBit); device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); device->Viewport(0, 0, lW, lH); { GLProfiler measure(device, "Low Resolution"); for (size_t i = 0; i < sprites.size(); i++) { Sprite &spr = sprites[i]; float layer = LayerForSprite(spr); if (layer == 0.f) continue; if (spr.image != lastImage) { Flush(); lastImage = spr.image; SPAssert(vertices.empty()); } numLowResSprites++; Vertex v; v.x = spr.center.x; v.y = spr.center.y; v.z = spr.center.z; v.radius = spr.radius; v.angle = spr.angle; v.r = spr.color.x; v.g = spr.color.y; v.b = spr.color.z; v.a = spr.color.w; float fade = layer; v.r *= fade; v.g *= fade; v.b *= fade; v.a *= fade; uint32_t idx = (uint32_t)vertices.size(); v.sx = -1; v.sy = -1; vertices.push_back(v); v.sx = 1; v.sy = -1; vertices.push_back(v); v.sx = -1; v.sy = 1; vertices.push_back(v); v.sx = 1; v.sy = 1; vertices.push_back(v); indices.push_back(idx); indices.push_back(idx + 1); indices.push_back(idx + 2); indices.push_back(idx + 1); indices.push_back(idx + 3); indices.push_back(idx + 2); } Flush(); } // finalize device->ActiveTexture(1); device->BindTexture(IGLDevice::Texture2D, 0); device->ActiveTexture(0); device->BindTexture(IGLDevice::Texture2D, 0); device->EnableVertexAttribArray(positionAttribute(), false); device->EnableVertexAttribArray(spritePosAttribute(), false); device->EnableVertexAttribArray(colorAttribute(), false); // composite downsampled sprite device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha); if (numLowResSprites > 0) { GLProfiler measure(device, "Finalize"); GLQuadRenderer qr(device); // do gaussian blur GLProgram *program = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program"); static GLProgramAttribute blur_positionAttribute("positionAttribute"); static GLProgramUniform blur_textureUniform("mainTexture"); static GLProgramUniform blur_unitShift("unitShift"); program->Use(); blur_positionAttribute(program); blur_textureUniform(program); blur_unitShift(program); blur_textureUniform.SetValue(0); device->ActiveTexture(0); qr.SetCoordAttributeIndex(blur_positionAttribute()); device->Enable(IGLDevice::Blend, false); // x-direction GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindTexture(IGLDevice::Texture2D, buf.GetTexture()); device->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer()); blur_unitShift.SetValue(1.f / lW, 0.f); qr.Draw(); buf.Release(); // x-direction GLColorBuffer buf3 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true); device->BindTexture(IGLDevice::Texture2D, buf2.GetTexture()); device->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer()); blur_unitShift.SetValue(0.f, 1.f / lH); qr.Draw(); buf2.Release(); buf = buf3; device->Enable(IGLDevice::Blend, true); // composite program = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program"); static GLProgramAttribute positionAttribute("positionAttribute"); static GLProgramUniform colorUniform("colorUniform"); static GLProgramUniform textureUniform("mainTexture"); static GLProgramUniform texCoordRange("texCoordRange"); positionAttribute(program); textureUniform(program); texCoordRange(program); colorUniform(program); program->Use(); textureUniform.SetValue(0); texCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); colorUniform.SetValue(1.f, 1.f, 1.f, 1.f); qr.SetCoordAttributeIndex(positionAttribute()); device->BindFramebuffer(IGLDevice::Framebuffer, lastFb); device->BindTexture(IGLDevice::Texture2D, buf.GetTexture()); device->Viewport(0, 0, sW, sH); qr.Draw(); device->BindTexture(IGLDevice::Texture2D, 0); } else { device->Viewport(0, 0, sW, sH); device->BindFramebuffer(IGLDevice::Framebuffer, lastFb); } buf.Release(); } void GLSoftSpriteRenderer::Flush() { SPADES_MARK_FUNCTION_DEBUG(); if (vertices.empty()) return; device->VertexAttribPointer(positionAttribute(), 4, IGLDevice::FloatType, false, sizeof(Vertex), &(vertices[0].x)); device->VertexAttribPointer(spritePosAttribute(), 4, IGLDevice::FloatType, false, sizeof(Vertex), &(vertices[0].sx)); device->VertexAttribPointer(colorAttribute(), 4, IGLDevice::FloatType, false, sizeof(Vertex), &(vertices[0].r)); SPAssert(lastImage); lastImage->Bind(IGLDevice::Texture2D); device->DrawElements(IGLDevice::Triangles, static_cast(indices.size()), IGLDevice::UnsignedInt, indices.data()); vertices.clear(); indices.clear(); } } }