openspades/Sources/Draw/GLDepthOfFieldFilter.cpp

467 lines
15 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#include <vector>
#include <Core/Debug.h>
#include <Core/Math.h>
#include "GLDepthOfFieldFilter.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 {
bool GLDepthOfFieldFilter::HighQualityDoFEnabled() {
return (int)settings.r_depthOfField >= 2;
}
GLDepthOfFieldFilter::GLDepthOfFieldFilter(GLRenderer *renderer)
: renderer(renderer), settings(renderer->GetSettings()) {
gaussProgram = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program");
if (HighQualityDoFEnabled())
blurProgram = renderer->RegisterProgram("Shaders/PostFilters/DoFBlur2.program");
else
blurProgram = renderer->RegisterProgram("Shaders/PostFilters/DoFBlur.program");
cocGen = renderer->RegisterProgram("Shaders/PostFilters/DoFCoCGen.program");
cocMix = renderer->RegisterProgram("Shaders/PostFilters/DoFCoCMix.program");
gammaMix = renderer->RegisterProgram("Shaders/PostFilters/GammaMix.program");
finalMix = renderer->RegisterProgram("Shaders/PostFilters/DoFMix.program");
passthrough = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program");
}
GLColorBuffer GLDepthOfFieldFilter::BlurCoC(GLColorBuffer buffer, float spread) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = gaussProgram;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = buffer.GetWidth();
int h = buffer.GetHeight();
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);
dev->ActiveTexture(0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, 1);
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, 1);
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;
}
GLColorBuffer GLDepthOfFieldFilter::GenerateCoC(float blurDepthRange, float vignetteBlur,
float globalBlur, float nearBlur,
float farBlur) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = dev->ScreenWidth();
int h = dev->ScreenHeight();
int w2 = HighQualityDoFEnabled() ? w : (w + 3) / 4;
int h2 = HighQualityDoFEnabled() ? h : (h + 3) / 4;
GLColorBuffer coc = renderer->GetFramebufferManager()->CreateBufferHandle(w2, h2, 1);
{
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform depthTexture("depthTexture");
static GLProgramUniform zNearFar("zNearFar");
static GLProgramUniform pixelShift("pixelShift");
static GLProgramUniform depthScale("depthScale");
static GLProgramUniform maxVignetteBlur("maxVignetteBlur");
static GLProgramUniform vignetteScale("vignetteScale");
static GLProgramUniform globalBlurUniform("globalBlur");
static GLProgramUniform nearBlurUniform("nearBlur");
static GLProgramUniform farBlurUniform("farBlur");
positionAttribute(cocGen);
depthTexture(cocGen);
zNearFar(cocGen);
pixelShift(cocGen);
depthScale(cocGen);
maxVignetteBlur(cocGen);
vignetteScale(cocGen);
globalBlurUniform(cocGen);
nearBlurUniform(cocGen);
farBlurUniform(cocGen);
cocGen->Use();
depthTexture.SetValue(0);
const client::SceneDefinition &def = renderer->GetSceneDef();
zNearFar.SetValue(def.zNear, def.zFar);
pixelShift.SetValue(1.f / (float)w, 1.f / (float)h);
depthScale.SetValue(1.f / blurDepthRange);
if (h > w) {
vignetteScale.SetValue(2.f * (float)w / (float)h, 2.f);
} else {
vignetteScale.SetValue(2.f, 2.f * (float)h / (float)w);
}
maxVignetteBlur.SetValue(sinf(std::max(def.fovX, def.fovY) * .5f) * vignetteBlur);
globalBlurUniform.SetValue(globalBlur);
nearBlurUniform.SetValue(nearBlur);
farBlurUniform.SetValue(-farBlur);
qr.SetCoordAttributeIndex(positionAttribute());
dev->BindTexture(IGLDevice::Texture2D,
renderer->GetFramebufferManager()->GetDepthTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, coc.GetFramebuffer());
dev->Viewport(0, 0, w2, h2);
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
}
if (HighQualityDoFEnabled()) {
// no blur done
return coc;
}
// make blurred CoC radius bitmap
GLColorBuffer cocBlur = BlurCoC(coc, 1.f);
// mix
GLColorBuffer coc2 = renderer->GetFramebufferManager()->CreateBufferHandle(w2, h2, 1);
{
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform cocTexture("cocTexture");
static GLProgramUniform cocBlurTexture("cocBlurTexture");
positionAttribute(cocMix);
cocTexture(cocMix);
cocBlurTexture(cocMix);
cocMix->Use();
cocBlurTexture.SetValue(1);
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, cocBlur.GetTexture());
cocTexture.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, coc.GetTexture());
qr.SetCoordAttributeIndex(positionAttribute());
dev->BindFramebuffer(IGLDevice::Framebuffer, coc2.GetFramebuffer());
dev->Viewport(0, 0, w2, h2);
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
}
coc2 = BlurCoC(coc2, .5f);
return coc2;
}
GLColorBuffer GLDepthOfFieldFilter::Blur(GLColorBuffer buffer,
GLColorBuffer coc, Vector2 offset, int divide) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = blurProgram;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = buffer.GetWidth();
int h = buffer.GetHeight();
int w2 = w / divide;
int h2 = h / divide;
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_cocUniform("cocTexture");
static GLProgramUniform blur_offset("offset");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_cocUniform(program);
blur_offset(program);
blur_cocUniform.SetValue(1);
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, coc.GetTexture());
blur_textureUniform.SetValue(0);
dev->ActiveTexture(0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
// x-direction
float len = offset.GetLength();
float sX = 1.f / (float)w, sY = 1.f / (float)h;
while (len > .5f) {
GLColorBuffer buf2 =
renderer->GetFramebufferManager()->CreateBufferHandle(w2, h2, false);
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture());
blur_offset.SetValue(offset.x * sX, offset.y * sY);
qr.Draw();
buffer = buf2;
offset *= .125f;
len *= .125f;
}
return buffer;
}
GLColorBuffer GLDepthOfFieldFilter::AddMix(GLColorBuffer buffer1, GLColorBuffer buffer2) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = gammaMix;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = buffer1.GetWidth();
int h = buffer1.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform1("texture1");
static GLProgramUniform blur_textureUniform2("texture2");
static GLProgramUniform blur_unitShift("unitShift");
static GLProgramUniform blur_mix1("mix1");
static GLProgramUniform blur_mix2("mix2");
program->Use();
blur_positionAttribute(program);
blur_textureUniform1(program);
blur_textureUniform1.SetValue(1);
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, buffer1.GetTexture());
blur_textureUniform2(program);
blur_textureUniform2.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, buffer2.GetTexture());
blur_mix1(program);
blur_mix2(program);
blur_mix1.SetValue(.5f, .5f, .5f);
blur_mix2.SetValue(.5f, .5f, .5f);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
GLColorBuffer GLDepthOfFieldFilter::FinalMix(GLColorBuffer tex, GLColorBuffer blur1,
GLColorBuffer blur2, GLColorBuffer coc) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = finalMix;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform1("mainTexture");
static GLProgramUniform blur_textureUniform2("blurTexture1");
static GLProgramUniform blur_textureUniform3("blurTexture2");
static GLProgramUniform blur_textureUniform4("cocTexture");
static GLProgramUniform blur_blurredOnlyUniform("blurredOnly");
program->Use();
blur_positionAttribute(program);
blur_textureUniform1(program);
blur_textureUniform1.SetValue(3);
dev->ActiveTexture(3);
dev->BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_textureUniform2(program);
blur_textureUniform2.SetValue(2);
dev->ActiveTexture(2);
dev->BindTexture(IGLDevice::Texture2D, blur1.GetTexture());
blur_textureUniform3(program);
blur_textureUniform3.SetValue(1);
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, blur2.GetTexture());
blur_textureUniform4(program);
blur_textureUniform4.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, coc.GetTexture());
blur_blurredOnlyUniform(program);
blur_blurredOnlyUniform.SetValue(HighQualityDoFEnabled() ? 1 : 0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
GLColorBuffer GLDepthOfFieldFilter::UnderSample(GLColorBuffer tex) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = passthrough;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_colorUniform("colorUniform");
static GLProgramUniform blur_texCoordRangeUniform("texCoordRange");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_textureUniform.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_colorUniform(program);
blur_colorUniform.SetValue(1.f, 1.f, 1.f, 1.f);
blur_texCoordRangeUniform(program);
blur_texCoordRangeUniform.SetValue(0.f, 0.f, 1.f, 1.f);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
GLColorBuffer buf2 =
renderer->GetFramebufferManager()->CreateBufferHandle(w / 2, h / 2, false);
dev->Viewport(0, 0, w / 2, h / 2);
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
GLColorBuffer GLDepthOfFieldFilter::Filter(GLColorBuffer input, float blurDepthRange,
float vignetteBlur, float globalBlur,
float nearBlur, float farBlur) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = dev->ScreenWidth();
int h = dev->ScreenHeight();
dev->Enable(IGLDevice::Blend, false);
GLColorBuffer coc;
globalBlur = std::min(globalBlur * 3.f, 1.f);
{
GLProfiler::Context p(renderer->GetGLProfiler(), "CoC Computation");
coc = GenerateCoC(blurDepthRange, vignetteBlur, globalBlur, nearBlur, farBlur);
}
float maxCoc = (float)std::max(w, h) *
std::max(std::min((float)settings.r_depthOfFieldMaxCoc, 0.2f), 0.001f);
float cos60 = cosf(static_cast<float>(M_PI) / 3.f);
float sin60 = sinf(static_cast<float>(M_PI) / 3.f);
maxCoc *= .7f + vignetteBlur * 0.5f;
maxCoc *= 1.f + 3.f * globalBlur;
// reduce resolution to make it faster
int divide = 1;
int siz = std::max(w, h);
GLColorBuffer lowbuf = input;
if (!HighQualityDoFEnabled()) {
while (siz >= 768) {
divide <<= 1;
siz >>= 1;
lowbuf = UnderSample(lowbuf);
}
maxCoc /= (float)divide;
}
dev->Viewport(0, 0, w / divide, h / divide);
GLColorBuffer buf1, buf2;
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Blur 1");
buf1 = Blur(lowbuf, coc, MakeVector2(0.f, -1.f) * maxCoc);
}
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Blur 2");
buf2 = Blur(lowbuf, coc, MakeVector2(-sin60, cos60) * maxCoc);
lowbuf.Release();
}
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Mix 1");
buf2 = AddMix(buf1, buf2);
}
// return buf2;
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Blur 3");
buf1 = Blur(buf1, coc, MakeVector2(-sin60, cos60) * maxCoc);
}
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Blur 4");
buf2 = Blur(buf2, coc, MakeVector2(sin60, cos60) * maxCoc);
}
dev->Viewport(0, 0, w, h);
{
GLProfiler::Context p(renderer->GetGLProfiler(), "Mix 2");
GLColorBuffer output = FinalMix(input, buf1, buf2, coc);
return output;
}
}
}
}