openspades/Sources/Draw/GLLensFlareFilter.cpp
2013-08-25 08:21:22 +09:00

288 lines
8.7 KiB
C++

//
// GLLensFlareFilter.cpp
// OpenSpades
//
// Created by Tomoaki Kawada on 8/22/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#include "GLLensFlareFilter.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"
#include "GLMapShadowRenderer.h"
#include "GLProfiler.h"
namespace spades {
namespace draw {
GLLensFlareFilter::GLLensFlareFilter(GLRenderer *renderer):
renderer(renderer){
}
GLColorBuffer GLLensFlareFilter::Blur(GLColorBuffer buffer,
float spread) {
// do gaussian blur
GLProgram *program = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program");
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = buffer.GetWidth();
int h = buffer.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("texture");
static GLProgramUniform blur_unitShift("unitShift");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_unitShift(program);
blur_textureUniform.SetValue(0);
dev->ActiveTexture(0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
blur_unitShift.SetValue(spread / (float)w, 0.f);
qr.Draw();
buffer.Release();
// y-direction
GLColorBuffer buf3 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->BindTexture(IGLDevice::Texture2D, buf2.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer());
blur_unitShift.SetValue(0.f, spread / (float)h);
qr.Draw();
buf2.Release();
return buf3;
}
void GLLensFlareFilter::Draw() {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
client::SceneDefinition def = renderer->GetSceneDef();
// transform sun into NDC
Vector3 sunWorld = MakeVector3(0, -1, -1);
Vector3 sunView = {
Vector3::Dot(sunWorld, def.viewAxis[0]),
Vector3::Dot(sunWorld, def.viewAxis[1]),
Vector3::Dot(sunWorld, def.viewAxis[2])
};
if(sunView.z <= 0.f) {
return;
}
IGLDevice::UInteger lastFramebuffer = dev->GetInteger(IGLDevice::FramebufferBinding);
Vector2 fov = {
tanf(def.fovX * .5f),
tanf(def.fovY * .5f)
};
Vector2 sunScreen;
sunScreen.x = sunView.x / (sunView.z * fov.x);
sunScreen.y = sunView.y / (sunView.z * fov.y);
const float sunRadiusTan = tanf(.53f * .5f * M_PI / 180.f);
Vector2 sunSize = {
sunRadiusTan / fov.x,
sunRadiusTan / fov.y
};
GLColorBuffer visiblityBuffer = renderer->GetFramebufferManager()->CreateBufferHandle(64, 64, false);
GLQuadRenderer qr(dev);
{
GLProfiler measure(dev, "Occlusion Test");
GLProgram *scanner = renderer->RegisterProgram("Shaders/LensFlare/Scanner.program");
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform scanRange("scanRange");
static GLProgramUniform drawRange("drawRange");
static GLProgramUniform radius("radius");
static GLProgramUniform depthTexture("depthTexture");
scanner->Use();
positionAttribute(scanner);
scanRange(scanner);
drawRange(scanner);
radius(scanner);
depthTexture(scanner);
dev->Enable(IGLDevice::Blend, false);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
depthTexture.SetValue(0);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureCompareMode,
IGLDevice::CompareRefToTexture);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureCompareFunc,
IGLDevice::Less);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMagFilter,
IGLDevice::Linear);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMinFilter,
IGLDevice::Linear);
Vector2 sunTexPos = sunScreen * .5f + .5f;
Vector2 sunTexSize = sunSize * .5f;
scanRange.SetValue(sunTexPos.x - sunTexSize.x,
sunTexPos.y - sunTexSize.y,
sunTexPos.x + sunTexSize.x,
sunTexPos.y + sunTexSize.y);
drawRange.SetValue(-.5f, -.5f,
.5f, .5f);
radius.SetValue(32.f);
qr.SetCoordAttributeIndex(positionAttribute());
dev->BindFramebuffer(IGLDevice::Framebuffer,
visiblityBuffer.GetFramebuffer());
dev->Viewport(0, 0, 64, 64);
dev->ClearColor(0, 0, 0, 1);
dev->Clear(IGLDevice::ColorBufferBit);
qr.Draw();
// restore depth texture's compare mode
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMagFilter,
IGLDevice::Nearest);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMinFilter,
IGLDevice::Nearest);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureCompareMode,
IGLDevice::None);
}
visiblityBuffer = Blur(visiblityBuffer, 1.f);
visiblityBuffer = Blur(visiblityBuffer, 2.f);
visiblityBuffer = Blur(visiblityBuffer, 4.f);
dev->BindFramebuffer(IGLDevice::Framebuffer,
lastFramebuffer);
{
GLProfiler measure(dev, "Draw");
GLProgram *draw = renderer->RegisterProgram("Shaders/LensFlare/Draw.program");
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform drawRange("drawRange");
static GLProgramUniform color("color");
static GLProgramUniform visibilityTexture("visibilityTexture");
draw->Use();
positionAttribute(draw);
drawRange(draw);
visibilityTexture(draw);
color(draw);
dev->Enable(IGLDevice::Blend, true);
dev->BlendFunc(IGLDevice::One,
IGLDevice::One);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, visiblityBuffer.GetTexture());
visibilityTexture.SetValue(0);
qr.SetCoordAttributeIndex(positionAttribute());
dev->Viewport(0, 0, dev->ScreenWidth(), dev->ScreenHeight());
color.SetValue(.2f, .2f, .2f);
drawRange.SetValue(sunScreen.x - sunSize.x * 128.f,
sunScreen.y - sunSize.y * 128.f,
sunScreen.x + sunSize.x * 128.f,
sunScreen.y + sunSize.y * 128.f);
qr.Draw();
color.SetValue(.4f, .4f, .4f);
drawRange.SetValue(sunScreen.x - sunSize.x * 64.f,
sunScreen.y - sunSize.y * 64.f,
sunScreen.x + sunSize.x * 64.f,
sunScreen.y + sunSize.y * 64.f);
qr.Draw();
color.SetValue(.5f, .5f, .5f);
drawRange.SetValue(sunScreen.x - sunSize.x * 32.f,
sunScreen.y - sunSize.y * 32.f,
sunScreen.x + sunSize.x * 32.f,
sunScreen.y + sunSize.y * 32.f);
qr.Draw();
color.SetValue(.7f, .7f, .7f);
drawRange.SetValue(sunScreen.x - sunSize.x * 16.f,
sunScreen.y - sunSize.y * 16.f,
sunScreen.x + sunSize.x * 16.f,
sunScreen.y + sunSize.y * 16.f);
qr.Draw();
color.SetValue(1.f, 1.f, 1.f);
drawRange.SetValue((sunScreen.x - sunSize.x * 4.f) * .4f,
(sunScreen.y - sunSize.y * 4.f) * .4f,
(sunScreen.x + sunSize.x * 4.f) * .4f,
(sunScreen.y + sunSize.y * 4.f) * .4f);
qr.Draw();
color.SetValue(.07f, .15f, .1f);
drawRange.SetValue(-(sunScreen.x - sunSize.x * 38.f) * 1.6f,
-(sunScreen.y - sunSize.y * 38.f) * 1.6f,
-(sunScreen.x + sunSize.x * 38.f) * 1.6f,
-(sunScreen.y + sunSize.y * 38.f) * 1.6f);
qr.Draw();
color.SetValue(.03f, .08f, .2f);
drawRange.SetValue(-(sunScreen.x - sunSize.x * 18.f),
-(sunScreen.y - sunSize.y * 18.f),
-(sunScreen.x + sunSize.x * 18.f),
-(sunScreen.y + sunSize.y * 18.f));
qr.Draw();
color.SetValue(1.f, 1.f, 1.f);
drawRange.SetValue(sunScreen.x - sunSize.x * 4.f,
sunScreen.y - sunSize.y * 4.f,
sunScreen.x + sunSize.x * 4.f,
sunScreen.y + sunSize.y * 4.f);
qr.Draw();
color.SetValue(.02f, .07f, .4f);
drawRange.SetValue(sunScreen.x - sunSize.x * 256.f,
sunScreen.y - sunSize.y * 4.f,
sunScreen.x + sunSize.x * 256.f,
sunScreen.y + sunSize.y * 4.f);
qr.Draw();
}
// restore blend mode
dev->BlendFunc(IGLDevice::SrcAlpha,
IGLDevice::OneMinusSrcAlpha);
}
}
}