302 lines
9.4 KiB
C++
302 lines
9.4 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLLensFlareFilter.h"
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#include "IGLDevice.h"
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#include "../Core/Math.h"
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#include <vector>
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#include "GLQuadRenderer.h"
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#include "GLProgram.h"
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#include "GLProgramAttribute.h"
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#include "GLProgramUniform.h"
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#include "GLRenderer.h"
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#include "../Core/Debug.h"
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#include "GLMapShadowRenderer.h"
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#include "GLProfiler.h"
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namespace spades {
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namespace draw {
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GLLensFlareFilter::GLLensFlareFilter(GLRenderer *renderer):
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renderer(renderer){
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blurProgram = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program");
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scannerProgram = renderer->RegisterProgram("Shaders/LensFlare/Scanner.program");
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drawProgram = renderer->RegisterProgram("Shaders/LensFlare/Draw.program");
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}
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GLColorBuffer GLLensFlareFilter::Blur(GLColorBuffer buffer,
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float spread) {
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// do gaussian blur
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GLProgram *program = blurProgram;
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IGLDevice *dev = renderer->GetGLDevice();
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GLQuadRenderer qr(dev);
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int w = buffer.GetWidth();
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int h = buffer.GetHeight();
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static GLProgramAttribute blur_positionAttribute("positionAttribute");
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static GLProgramUniform blur_textureUniform("texture");
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static GLProgramUniform blur_unitShift("unitShift");
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program->Use();
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blur_positionAttribute(program);
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blur_textureUniform(program);
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blur_unitShift(program);
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blur_textureUniform.SetValue(0);
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dev->ActiveTexture(0);
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qr.SetCoordAttributeIndex(blur_positionAttribute());
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dev->Enable(IGLDevice::Blend, false);
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// x-direction
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GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
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dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture());
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dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
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blur_unitShift.SetValue(spread / (float)w, 0.f);
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qr.Draw();
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buffer.Release();
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// y-direction
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GLColorBuffer buf3 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
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dev->BindTexture(IGLDevice::Texture2D, buf2.GetTexture());
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dev->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer());
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blur_unitShift.SetValue(0.f, spread / (float)h);
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qr.Draw();
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buf2.Release();
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return buf3;
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}
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void GLLensFlareFilter::Draw() {
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SPADES_MARK_FUNCTION();
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IGLDevice *dev = renderer->GetGLDevice();
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client::SceneDefinition def = renderer->GetSceneDef();
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// transform sun into NDC
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Vector3 sunWorld = MakeVector3(0, -1, -1);
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Vector3 sunView = {
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Vector3::Dot(sunWorld, def.viewAxis[0]),
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Vector3::Dot(sunWorld, def.viewAxis[1]),
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Vector3::Dot(sunWorld, def.viewAxis[2])
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};
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if(sunView.z <= 0.f) {
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return;
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}
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IGLDevice::UInteger lastFramebuffer = dev->GetInteger(IGLDevice::FramebufferBinding);
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Vector2 fov = {
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tanf(def.fovX * .5f),
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tanf(def.fovY * .5f)
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};
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Vector2 sunScreen;
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sunScreen.x = sunView.x / (sunView.z * fov.x);
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sunScreen.y = sunView.y / (sunView.z * fov.y);
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const float sunRadiusTan = tanf(.53f * .5f * static_cast<float>(M_PI) / 180.f);
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Vector2 sunSize = {
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sunRadiusTan / fov.x,
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sunRadiusTan / fov.y
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};
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GLColorBuffer visiblityBuffer = renderer->GetFramebufferManager()->CreateBufferHandle(64, 64, false);
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GLQuadRenderer qr(dev);
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{
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GLProfiler measure(dev, "Occlusion Test");
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GLProgram *scanner = scannerProgram;
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static GLProgramAttribute positionAttribute("positionAttribute");
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static GLProgramUniform scanRange("scanRange");
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static GLProgramUniform drawRange("drawRange");
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static GLProgramUniform radius("radius");
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static GLProgramUniform depthTexture("depthTexture");
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scanner->Use();
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positionAttribute(scanner);
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scanRange(scanner);
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drawRange(scanner);
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radius(scanner);
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depthTexture(scanner);
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dev->Enable(IGLDevice::Blend, false);
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dev->ActiveTexture(0);
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dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
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depthTexture.SetValue(0);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureCompareMode,
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IGLDevice::CompareRefToTexture);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureCompareFunc,
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IGLDevice::Less);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Linear);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Linear);
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Vector2 sunTexPos = sunScreen * .5f + .5f;
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Vector2 sunTexSize = sunSize * .5f;
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scanRange.SetValue(sunTexPos.x - sunTexSize.x,
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sunTexPos.y - sunTexSize.y,
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sunTexPos.x + sunTexSize.x,
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sunTexPos.y + sunTexSize.y);
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drawRange.SetValue(-.5f, -.5f,
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.5f, .5f);
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radius.SetValue(32.f);
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qr.SetCoordAttributeIndex(positionAttribute());
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dev->BindFramebuffer(IGLDevice::Framebuffer,
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visiblityBuffer.GetFramebuffer());
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dev->Viewport(0, 0, 64, 64);
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dev->ClearColor(0, 0, 0, 1);
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dev->Clear(IGLDevice::ColorBufferBit);
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qr.Draw();
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// restore depth texture's compare mode
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMagFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D,
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IGLDevice::TextureCompareMode,
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IGLDevice::None);
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}
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visiblityBuffer = Blur(visiblityBuffer, 1.f);
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visiblityBuffer = Blur(visiblityBuffer, 2.f);
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visiblityBuffer = Blur(visiblityBuffer, 4.f);
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dev->BindFramebuffer(IGLDevice::Framebuffer,
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lastFramebuffer);
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{
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GLProfiler measure(dev, "Draw");
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GLProgram *draw = drawProgram;
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static GLProgramAttribute positionAttribute("positionAttribute");
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static GLProgramUniform drawRange("drawRange");
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static GLProgramUniform color("color");
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static GLProgramUniform visibilityTexture("visibilityTexture");
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draw->Use();
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positionAttribute(draw);
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drawRange(draw);
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visibilityTexture(draw);
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color(draw);
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dev->Enable(IGLDevice::Blend, true);
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dev->BlendFunc(IGLDevice::One,
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IGLDevice::One);
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dev->ActiveTexture(0);
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dev->BindTexture(IGLDevice::Texture2D, visiblityBuffer.GetTexture());
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visibilityTexture.SetValue(0);
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qr.SetCoordAttributeIndex(positionAttribute());
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dev->Viewport(0, 0, dev->ScreenWidth(), dev->ScreenHeight());
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color.SetValue(.2f, .2f, .2f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 128.f,
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sunScreen.y - sunSize.y * 128.f,
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sunScreen.x + sunSize.x * 128.f,
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sunScreen.y + sunSize.y * 128.f);
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qr.Draw();
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color.SetValue(.4f, .4f, .4f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 64.f,
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sunScreen.y - sunSize.y * 64.f,
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sunScreen.x + sunSize.x * 64.f,
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sunScreen.y + sunSize.y * 64.f);
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qr.Draw();
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color.SetValue(.5f, .5f, .5f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 32.f,
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sunScreen.y - sunSize.y * 32.f,
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sunScreen.x + sunSize.x * 32.f,
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sunScreen.y + sunSize.y * 32.f);
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qr.Draw();
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color.SetValue(.7f, .7f, .7f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 16.f,
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sunScreen.y - sunSize.y * 16.f,
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sunScreen.x + sunSize.x * 16.f,
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sunScreen.y + sunSize.y * 16.f);
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qr.Draw();
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color.SetValue(1.f, 1.f, 1.f);
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drawRange.SetValue((sunScreen.x - sunSize.x * 4.f) * .4f,
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(sunScreen.y - sunSize.y * 4.f) * .4f,
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(sunScreen.x + sunSize.x * 4.f) * .4f,
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(sunScreen.y + sunSize.y * 4.f) * .4f);
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qr.Draw();
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color.SetValue(.07f, .15f, .1f);
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drawRange.SetValue(-(sunScreen.x - sunSize.x * 38.f) * 1.6f,
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-(sunScreen.y - sunSize.y * 38.f) * 1.6f,
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-(sunScreen.x + sunSize.x * 38.f) * 1.6f,
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-(sunScreen.y + sunSize.y * 38.f) * 1.6f);
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qr.Draw();
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color.SetValue(.03f, .08f, .2f);
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drawRange.SetValue(-(sunScreen.x - sunSize.x * 18.f),
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-(sunScreen.y - sunSize.y * 18.f),
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-(sunScreen.x + sunSize.x * 18.f),
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-(sunScreen.y + sunSize.y * 18.f));
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qr.Draw();
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color.SetValue(1.f, 1.f, 1.f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 4.f,
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sunScreen.y - sunSize.y * 4.f,
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sunScreen.x + sunSize.x * 4.f,
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sunScreen.y + sunSize.y * 4.f);
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qr.Draw();
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color.SetValue(.02f, .07f, .4f);
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drawRange.SetValue(sunScreen.x - sunSize.x * 256.f,
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sunScreen.y - sunSize.y * 4.f,
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sunScreen.x + sunSize.x * 256.f,
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sunScreen.y + sunSize.y * 4.f);
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qr.Draw();
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}
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// restore blend mode
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dev->BlendFunc(IGLDevice::SrcAlpha,
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IGLDevice::OneMinusSrcAlpha);
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}
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}
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} |